Guys, what's wrong with the NPC detection times?
No matter what vision setting I apply to them (especially default CoC ones) I cannot force them to start shooting at me properly fast. It's always like 2-3 secs of visibility before they open fire.
Sometimes they are unable to see me at all - like when I am standing in the window or only stick out partially out of cover. This get's especially prominent in low light conditions.
Generaly it seems like it takes them much longer / harder to reach the regular visibility_treshold - on vision settings on which in regular CoP they react almost instaneusly, here they are like sitting ducks. Also they almost never shoot while moving (but that might be connected with this delayed shooting altogheter).
Was there anything in the scripts which has changed the rate at which they are able to react? If so, where can it be edited to less forgiving values?
Scripting/config wise, I think it is handled trough xr_danger.script and config file "..\ai_tweaks\xr_danger.ltx"
I don't seee anything unusual there, might be also that something is wrong how game calculate conditions "is_dark_night" and similar, some bug might sliped in unnoticed.
You should try to change values for danger_inertion in xr_danger.ltx to see if there is improvment on AI detection.
And take everything that I said with grain of salt, someone from TeamEpic should confirm or deny my observations trough scripts.
Based on question asked, I think that Trojanuch have already done more than just unpacking db files
I think it might actually be an engine change. In m_stalker.ltx there's an info regarding the formula used to calculate vision - I don't know if it's CoP vanilla formula or the new one - created especially for CoC.
Aside from actual calculation though - info says that value has to get equal or above the visibility_treshold (this part actually has not changed) - however, even if I've lowered the visibility_treshold to sth 5.0 (40x lower than our setting and 4x lower than CoC default setting) the improvement in NPC reaction is slight or negligible.
Same goes for other params - I've pushed time_quant, transparency and luminocity tresholds to extreme values and still no proper effect - detection is delayed, NPCs fire short bursts like if the detection got broken and had to be reestablished after each shot (normally they queue bursts ahead and even fire last of them after you hide, producing sort of 'pin fire' effect).
There's definately something funny going on here and it doesn't seem to be scripts.
Hope we'll get the reply from authors soon.
So - I would very grateful for any explanation regarding above.
Gratz again for the work awesomely done with the release and all