Neighbor - Crucial-Experiment/HelloNeighborGamesRemake GitHub Wiki
Neighbor
Main antagonist of the game is represented by a Character
type object called 'BP_Sosed'. This object is responsible for managing the behavior, patrolling, and reaction to the player's actions, implementing the basic elements of artificial intelligence and a stalking system.
Public variables
Current State (Enum)
— determines the status of the neighbor. The available values are listed in the section Enums and StructuresCatch Type (Enum)
— determines the behavior of a neighbor when capturing a player. The available values are listed in the section Enums and StructuresCatch Items Type (Enum)
— determines how the neighbor handles the player's items when captured. The available values are listed in the section Enums and StructuresFlashlight (BP_Flashlight type Actor)
— a flashlight that is used by a neighbor in the darkWalk Speed (Float)
— the speed of a neighbor's movement when walkingRun Speed (Float)
— the speed of a neighbor's movement when runningStop stalking through? (Float)
— the time after which the neighbor stops chasing and starts searchingSound Attack (Boolean)
— play music when attacks?Sound Attack Music (Sound Cue)
— attack musicSound See Pawn (Boolean)
— should I play music when the player is next to the neighbor?
Animations
Idle / Walk / Run (Blend Space 1D)
— Blend Space 1D for animation of calmness, walking and runningCatch (Anim Sequence)
— animation of player captureCatch Cutscenes (Array: BP_Cutscene_Manager)
— animations of cutscenes after the capture of the player are triggered onceLook Around (Anim Sequence)
— animation of the inspectionTrap Reload (Anim Sequence)
— animation of the trap reloadingHitted (Anim Sequence)
— animation when a neighbor is hit by an objectTraining Anims (Array: Anim Sequence)
— workout animationsAttack Anims (Array: Anim Sequence)
— animations that are allowed to be played in theAttack
stateSight Anims (Array: Anim Sequence)
— animations that are played inBP_AnimSosed
for the correct operation of the vision systemTake (Anim Sequence)
— animation of picking up an item
Spawn Class
Trap Class (BP_Trap)
— trap classBucket Class (BP_Bucket_2)
— bucket classCamera Class (BP_Camera)
— camera classCamera Hold Class (BP_Camera_Hold)
— camera hold classGlue Class (BP_Glue)
— glue classTomato Class (BP_Tomato)
— tomato class
Task
Current Task State (Enum)
— determines the status of the task. The available values are listed in the section Enums and Structures. It may be redone or deleted in the future.Training (Boolean)
— can a neighbor trainDriving (Boolean)
— can a neighbor drive a carRandom Hunt To Idle (Boolean)
— random transition from the Hunt state to the Idle state
Throw
Throwing objects (Boolean)
— can a neighbor throw objects at a player?
Game Time
Changing Time of Day (Boolean)
— should the game time be changed after the player is captured?
Debug
Debug Info (Boolean)
— show information about the AI and what it is going to do?Debug Path (Boolean)
— show where artificial intelligence is moving?
Functions
Set State
— updates the neighbor's status. Takes a value of the typeSosed_Stage_Enum
(see section Enums and Structures)Set Task State
— it changes the state of the Task, which can disable some of the neighbor's functions, such as vision and the ability to catch the player when approaching. Takes a value of the typeSosed_State_Enum
(see section Enums and Structures)Play Animation
— it plays the specified animation. If the neighbor's state isAttack
, then to play the animation, it must be specified in theAttack Anims
arraySet Game Time
— changes the time of day to the followingCheck Flashlight
— updates the status of the flashlight. Takes a value of the typeTime_Enum
(see section Enums and Structures)Look To Object
— forces the neighbor to look at the objectDraw Debug Path
— creates a line from the beginning to the end of the neighbor's path. Takes a value of typeVector
New Transform
— moves and rotates the neighbor according to the new coordinates. At the same time, theLocation Z
remains unchanged
Events
State Mode Change
— theCurrent State
has been changed to a new one. ReturnsSosed_Stage_Enum
On Player Catch
— the player was caughtOn Player Hid
— the player hid, for example, in a closet or under a bed. Returns theActor
who triggered the event, andPlayer Is Here?
, indicating whether the player is in this objectHand Actor Taken
— the neighbor picked up the object. ReturnsBP_Object
Hand Actor Already Have
— the neighbor already has something in his hands. ReturnsBP_Object
Hand Actor Dropped
— the neighbor threw the object out of his hand. ReturnsBP_Object