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 Structures
  • Catch Type (Enum) — determines the behavior of a neighbor when capturing a player. The available values are listed in the section Enums and Structures
  • Catch Items Type (Enum) — determines how the neighbor handles the player's items when captured. The available values are listed in the section Enums and Structures
  • Flashlight (BP_Flashlight type Actor) — a flashlight that is used by a neighbor in the dark
  • Walk Speed (Float) — the speed of a neighbor's movement when walking
  • Run Speed (Float) — the speed of a neighbor's movement when running
  • Stop stalking through? (Float) — the time after which the neighbor stops chasing and starts searching
  • Sound Attack (Boolean) — play music when attacks?
  • Sound Attack Music (Sound Cue) — attack music
  • Sound 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 running
  • Catch (Anim Sequence) — animation of player capture
  • Catch Cutscenes (Array: BP_Cutscene_Manager) — animations of cutscenes after the capture of the player are triggered once
  • Look Around (Anim Sequence) — animation of the inspection
  • Trap Reload (Anim Sequence) — animation of the trap reloading
  • Hitted (Anim Sequence) — animation when a neighbor is hit by an object
  • Training Anims (Array: Anim Sequence) — workout animations
  • Attack Anims (Array: Anim Sequence) — animations that are allowed to be played in the Attack state
  • Sight Anims (Array: Anim Sequence) — animations that are played in BP_AnimSosed for the correct operation of the vision system
  • Take (Anim Sequence) — animation of picking up an item

Spawn Class

  • Trap Class (BP_Trap) — trap class
  • Bucket Class (BP_Bucket_2) — bucket class
  • Camera Class (BP_Camera) — camera class
  • Camera Hold Class (BP_Camera_Hold) — camera hold class
  • Glue Class (BP_Glue) — glue class
  • Tomato 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 train
  • Driving (Boolean) — can a neighbor drive a car
  • Random 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 type Sosed_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 type Sosed_State_Enum (see section Enums and Structures)
  • Play Animation — it plays the specified animation. If the neighbor's state is Attack, then to play the animation, it must be specified in the Attack Anims array
  • Set Game Time — changes the time of day to the following
  • Check Flashlight — updates the status of the flashlight. Takes a value of the type Time_Enum (see section Enums and Structures)
  • Look To Object — forces the neighbor to look at the object
  • Draw Debug Path — creates a line from the beginning to the end of the neighbor's path. Takes a value of type Vector
  • New Transform — moves and rotates the neighbor according to the new coordinates. At the same time, the Location Z remains unchanged

Events

  • State Mode Change — the Current State has been changed to a new one. Returns Sosed_Stage_Enum
  • On Player Catch — the player was caught
  • On Player Hid — the player hid, for example, in a closet or under a bed. Returns the Actor who triggered the event, and Player Is Here?, indicating whether the player is in this object
  • Hand Actor Taken — the neighbor picked up the object. Returns BP_Object
  • Hand Actor Already Have — the neighbor already has something in his hands. Returns BP_Object
  • Hand Actor Dropped — the neighbor threw the object out of his hand. Returns BP_Object