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 theAttackstateSight Anims (Array: Anim Sequence)— animations that are played inBP_AnimSosedfor 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 AnimsarraySet 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 typeVectorNew Transform— moves and rotates the neighbor according to the new coordinates. At the same time, theLocation Zremains unchanged
Events
State Mode Change— theCurrent Statehas been changed to a new one. ReturnsSosed_Stage_EnumOn Player Catch— the player was caughtOn Player Hid— the player hid, for example, in a closet or under a bed. Returns theActorwho triggered the event, andPlayer Is Here?, indicating whether the player is in this objectHand Actor Taken— the neighbor picked up the object. ReturnsBP_ObjectHand Actor Already Have— the neighbor already has something in his hands. ReturnsBP_ObjectHand Actor Dropped— the neighbor threw the object out of his hand. ReturnsBP_Object