... I have attention span issues >_> ;p
Schlangster, if you see this, I'm curious as to the mechanics of this. I know about the 'token' thing from the RKR thread, I'm wondering more specifically about the player detection (I've never scripted for FO3). Do you have line-of-sight functions built-in, did you build your own, things like that. I'm just a curious programmer.
... like a cat, only not.
Yes, there's a line of sight function, and there is also the build-in detection with states that can be queried. The old RKR versions only used detection events. These are whats genereated when shooting a wall besides a hostile actor. Unfortunately, as many of you noticed, the built-in detection is nice with close-range but svcks at longer ranges, so that's what Im currently trying to improve.
What can be seen in the video can be easily mistaken for "normal" combat behaviour, but it's actually not (notice the distance, Im sniping with maximum zooming fov. Normal detection wont trigger when that far away). I'm not detected until 1:05. When actors are in blue state (alerted/searching) and get the moving(!) player in their line of sight, they will be instructed to move towards this location and check it out. The shooting is manually triggered every few seconds when they have a visual on me, comparable to BoS soldiers firing at targets at the shooting range without actually being in real combat. Once the player is detected and enemies attack for real, they resume their normal behaviour.