struct AgentPerceptionParameters { float sightRange; float sightNearRange; float sightRangeVehicle; float sightDelay; float FOVPrimary; float FOVSecondary; float stanceScale; float audioScale; float targetPersistence; float reactionTime; float collisionReactionScale; float stuntReactionTimeOut; float forgetfulness; float forgetfulnessTarget; float forgetfulnessSeek; float forgetfulnessMemory; bool isAffectedByLight; float minAlarmLevel; float bulletHitRadius; float minDistanceToSpotDeadBodies; float cloakMaxDistStill; float cloakMaxDistMoving; float cloakMaxDistCrouchedAndStill; float cloakMaxDistCrouchedAndMoving; struct SPerceptionScale { float visual; float audio; } perceptionScale; };
AgentParams.h
This structure should contain all the relevant information for perception/visibility determination.
struct SPerceptionScale { float visual; float audio; };
AgentParams.h
float audioScale;
The sensitivity to sounds. 0=deaf, 1=normal.
float bulletHitRadius;
radius for perceiving bullet hits nearby
float cloakMaxDistCrouchedAndMoving;
float cloakMaxDistCrouchedAndStill;
float cloakMaxDistMoving;
float cloakMaxDistStill;
float collisionReactionScale;
float forgetfulness;
overall scaling, controlled by FG.
float forgetfulnessMemory;
float forgetfulnessSeek;
float forgetfulnessTarget;
float FOVPrimary;
Normal and peripheral fov (degrees)
float FOVSecondary;
bool isAffectedByLight;
flag indicating if the agent perception is affected by light conditions.
float minAlarmLevel;
float minDistanceToSpotDeadBodies;
min distance allowed to be able to spot a dead body
struct SPerceptionScale { float visual; float audio; } perceptionScale;
float reactionTime;
float sightDelay;
How much time the agent must continuously see the target before he recognizes it
float sightNearRange;
How far is the agent's near sight
float sightRange;
How far can the agent see
float sightRangeVehicle;
How far can the agent see if the target is vehicle
float stanceScale;
How heights of the target affects visibility
float stuntReactionTimeOut;
float targetPersistence;
Perceptible parameters
AgentPerceptionParameters();
void Serialize(TSerialize ser);