Narrowing the AI's FOV to allow attacks from behind
In this recipe, we will be showing you how you may be able to manipulate the AI's primary and secondary FOVs to allow the player to have an easier time to sneak up on the AI from behind.
Getting ready
Before we begin, you must have Sandbox 3 open
Then open
My_Level.cry
Complete the Placing the Enemy AI recipe
How to do it...
Change the following entity parameters on the AI Grunt that is placed:
awarenessOfPlayer = 0
Perception sub rollout
FOVPrimary = 40
FOVSecondary = 80
How it works...
awarenessOfPlayer handles if the AI knows where the player is at all times. Making sure this value is false makes the AI do perception checks to see if it can find the player.
FOVPrimary handles the main FOV of the AI and uses a quick reaction system if the player is caught within this FOV.
FOVSecondary handles the peripheral vision, which uses a slower reaction system to investigate the location of where the AI spotted suspicious activity within that area...