I would like the AI to react to sounds

Discussion in 'Suggestions' started by Kumari, Jul 5, 2023.

  1. Kumari

    Kumari Ensign

    Joined:
    Jul 5, 2023
    Messages:
    9
    Likes Received:
    0
    If an NPC is near (very small radius) a sound triggered by the player, the NPC should turn towards the sound, for example.

    Example: Opening a door triggers the playing of an audio file and also triggers all NPCs that are near the door.
    If the NPC has aligned itself towards the sound and no player has been detected, it will abort the process after 3 seconds and continue with its normal routine.

    In the case of weapon fire, the NPC who is not in close proximity to the player might try to find a way near the sound.
    Peaceful NPCs might take flight. Weapon fire must therefore still be perceived a little further away.

    Different actions could be associated with triggering different audio files.

    A simpler trigger would be e.g. if the left mouse button (means weapon fire) (or the key that is bound with the function) or the keys to move the character (steps) are pressed, the NPC behavior is triggered in a small radius around the character. In this variant, however, the triggers would have to be interrupted when the player opens the menu, for example, or he presses/holds down the key to duck, because he is then sneaking.

    If there is no NPC nearby, the function is not needed and the routine does not have to be queried.

    I think the change brings the game light years forward and the effort for it is very limited.
     
    #1
  2. MoonshineBandit

    MoonshineBandit Ensign

    Joined:
    May 24, 2021
    Messages:
    9
    Likes Received:
    4
    ! pops up above their head, they lean into the direction of sound with hand to ear and go, "huh"
     
    #2
  3. Vermillion

    Vermillion Rear Admiral

    Joined:
    Jul 15, 2018
    Messages:
    3,250
    Likes Received:
    8,926
    The NPCs already react to sound. Their settings are set too low for most cases, so they only "hear" around 15 meters, which isn't far enough.
     
    #3
    Slam Jones likes this.
  4. Kumari

    Kumari Ensign

    Joined:
    Jul 5, 2023
    Messages:
    9
    Likes Received:
    0
    So, when the AI hear so poorly, it's really disappointing. I've never seen one react to my gunshot sounds, but that would be great if they did, a little more dynamic, cause and effect. Even when the enemy is right next to a door, he stays still until he catches sight of me. All the while the door is constantly opening and closing. There are two AI enemies next to each other and I'm standing just behind them. Now when I finish one of them off, his AI buddy remains unimpressed, although he could at least turn around and look at me.

    It doesn't have to be like a sneak game, but something more than now would be nice, as described above. But if this is already possible in the game, that's great, if only it would work! Thanks for your feedback.
     
    #4
  5. Fenra369

    Fenra369 Commander

    Joined:
    Apr 5, 2016
    Messages:
    342
    Likes Received:
    139
    Is this a configurable setting in the EClassConfig? It would be nice to have more elite NPCs be more aware than their less trained underlings. If it is set higher I wonder how bad performance is impacted tho..
     
    #5
  6. Vermillion

    Vermillion Rear Admiral

    Joined:
    Jul 15, 2018
    Messages:
    3,250
    Likes Received:
    8,926
    I've been using it for years.
    It's under the AlertSensor child as "NoiseMaxDistance" and "NoiseAlertMultiplier"
    Vanilla is set to 65m and 0.5 multiplier so they're basically deaf.
     
    #6
    Slam Jones likes this.

Share This Page