awareness

How a guard, sentry or stalker notices players: a sight cone whose reach depends on the light actually on the player (dark_sight in the dark ... sight in good light, less against a crouching player; walls and furniture block it), footsteps heard by gait (running, walking, crouching), noises (game.noise, lures), and a suspicion meter: half full it comes to look (suspicious), full it chases; losing the player it searches where it last knew he was, then gives up and goes back (return). Scripts read self.awareness { state, suspicion, seeing, point, ... } and walk (kits/guard.js); self.alert(position), self.stun(seconds), self.calm(), self.sleep(wake).

In scene text

awareness { fov 1  sight 1  dark_sight 1 }

Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.

Fields 19

FieldTypeUnit / rangeWhat it does
fovnumberdeg, 0 … 180Half-angle of the sight cone.
sightnumberm, 0 … 500How far it sees a player standing in good light.
dark_sightnumberm, 0 … 500How far it sees a player in the dark.
light_lownumber0 … 1The player's light (0 black ... 1 bright day) at or below which he counts as in the dark.
light_highnumber0 … 1The player's light at or above which he counts as fully lit.
eye_heightnumberm, 0 … 20Its eyes above its feet.
ratenumber/s, 0 … 100Suspicion per second when it sees the player at best (close and lit); less farther away and darker.
decaynumber/s, 0 … 100Suspicion lost per second while it sees nothing (not while chasing).
crouchnumber0 … 1Its sight reach against a crouching player, as a share.
hear_runnumberm, 0 … 500How far it hears running footsteps (0: not at all).
hear_walknumberm, 0 … 500How far it hears walking footsteps.
hear_crouchnumberm, 0 … 500How far it hears crouched footsteps.
hearingnumberm, 0 … 1000How far it hears noises (game.noise, gunshots), within the noise's own loudness.
suspiciousnumber0 … 1Suspicion that makes it come and look.
search_timenumbers, 0 … 600How long it looks around where it lost the player before giving up.
chase_memorynumbers, 0 … 60How long it keeps after a player it just lost sight of.
give_upnumbers, 0 … 600Most time it spends going to look before it searches where it is.
arrivenumberm, 0.1 … 20Close enough to the spot it went to look at.
ignores_downedtrue / false—A knocked-down player (stats effect knockdown) isn't noticed.
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