trefoilknot on 14/4/2020 at 16:46
Hey all,
Is it possible to make an AI that sees better in the dark than in the light? I can conceptually envision two ways to make this work:
(1) actually make the AI see better in darkness; or
(2) artificially make the room appear light, when in fact (from the engines perspective) it is dark, and vice versa.
I'd be perfectly satisfied with either approach.
trefoilknot on 15/4/2020 at 13:03
Hm, that does look helpful, thanks! The Night Vision property should give me half of what I need. Now I just need to find a way to nerf the AI's vision when they're in the light...
nicked on 15/4/2020 at 17:08
It would be a bit "brute force" but you could use Stim/Response to adjust an AI's vision property based on proximity to a lightsource. I think Shadowspawn had something like that in one of his missions.
FireMage on 15/4/2020 at 17:57
Well, if you want ALL your Ais to see better in dark than light, you can also set the GameSyst Variable : AI Acuity Set
trefoilknot on 15/4/2020 at 20:13
@firemage: I don't just want them to see better in the dark. I also want them to see badly in the light. Basically I want them to have inverted vision. (Think cave-dweller with great dark vision who is basically blinded by light.)
@Nicked: that could work!
Sperry on 17/4/2020 at 12:26
Interesting idea. Can't help, but will be reading to see how this could be achieved.
Yandros on 18/4/2020 at 13:40
I like Nicked's idea. In The Drymian Codex's haunted crypt area, the "ghost" has a stim/receptron setup with all of the braziers in the crypt such that they turn off when he is near and back on when he moves on, so that might give you a starting point to refer to for the S&R setup Nicked mentioned. If you use a dispersion model on the source, you could achieve a few degrees of vision degradation (including vision of NULL when very close to the light source) on the AI based on the intensity (which would degrade per the dispersion you select on the source).