New Sosig Behaviors and Ammo Types in H3VR
Table of Contents
- Introduction
- The New Behavior for Sosigs
- The Idle State
- 3.1 Overview of the Idle State
- 3.2 testing the Idle State
- 3.3 Fleeing Behavior from the Idle State
- The Fleeing State
- 4.1 Explanation of the Fleeing State
- 4.2 Path Tests during Fleeing
- 4.3 Reaction to Threats during Fleeing
- New Ammo Types
- 5.1 Introduction to the Medical 180
- 5.2 Knockout Darts
- 5.3 The Unconscious State
- Improvements for Modders
- 6.1 Version Numbering System
- 6.2 Changes in Branches
- 6.3 Mod-Safe Alpha and Experimental Branches
- Conclusion
Introduction
Welcome to the devlog for Hot Dogs, Horseshoes, and HAND Grenades! In this week's update, we have some exciting new features to showcase, including new behaviors for the Sosigs and additional ammo types. We'll also discuss improvements for modders and changes to the branch system. Let's dive in and see what's in store!
The New Behavior for Sosigs
To start things off, let's talk about the new behavior for the Sosigs. This update focuses on the idle and fleeing states of the Sosigs, adding more depth and complexity to their actions. The idle state is different from the guard state, as it implies a more relaxed and non-combatant mental state. On the other hand, the fleeing state is triggered by damage and suppression events, causing the Sosigs to flee from threats.
The Idle State
In the idle state, the Sosigs spawn without any equipment and remain activated. They are not actively looking for targets and are simply hanging around, thinking about meat. However, if they encounter damage or suppression events, they can be pushed into the fleeing state.
During the idle state, the Sosigs can be easily motivated to enter the fleeing state through damage and suppression events. For example, firing a gun near them will cause them to flee until they encounter an obstruction or reach a safe spot. The fleeing behavior is continuously being fine-tuned to make it more realistic and engaging.
The Fleeing State
The fleeing state is where things get interesting. When in the fleeing state, the Sosigs will make various path tests to distance themselves from the threat. If the Sosigs can visually detect the threat, they will keep running and attempt to path away from it. This adds a new level of strategy and realism to the Sosigs' behavior.
It's important to note that the fleeing behavior is not exclusive to non-combatants. Even if a Sosig is armed, if they are disarmed or suppressed enough, they can still enter the fleeing state. This provides an opportunity for players to manipulate the Sosigs' behavior and create unique gameplay moments.
New Ammo Types
In addition to the behavior changes, we have introduced new ammo types that add more versatility to the gameplay experience. One of these ammo types is the medical 180, which includes a knockout Dart. This dart can be used to temporarily incapacitate Sosigs, allowing players to interact with them without causing permanent harm.
When a Sosig is hit by a knockout dart, it doesn't take effect immediately. Instead, it takes a random amount of time between one and ten seconds for the Sosig to fall asleep. Once in the unconscious state, the Sosig can be moved, disarmed, and interacted with. However, they will eventually wake up if their joints are not broken.
The knockout dart's duration and delay can be adjusted, providing players with options to experiment and personalize their gameplay experience. Please note that this mechanic is purely a game mechanic and not grounded in reality.
Improvements for Modders
We haven't forgotten about our dedicated modding community. We have made some important updates to make modding easier and more organized. Firstly, we have implemented a version numbering system that allows for better compatibility and transitions between different builds of the Game.
Additionally, we have made changes to the branch system. The Alpha branch will be discontinued, and two new branches will be introduced: Mod-Safe Alpha and Experimental. The Mod-Safe Alpha branch is specifically designed to be compatible with mod loaders, making it easier for modders to test their creations.
The Experimental branch is where the latest changes and tests will be added. However, please note that this branch is not mod-safe and should only be used for testing purposes or vanilla gameplay. It may contain unpredictable bugs and issues.
Conclusion
In this update, we have introduced exciting new behavioral changes for the Sosigs, including the idle and fleeing states. We have also added new ammo types, such as the knockout dart, to enhance gameplay mechanics. Additionally, modders can now enjoy improved versioning and branch systems for a smoother modding experience.
We hope you're as excited about these updates as we are! Please stay tuned for more developments, and remember to provide feedback and report any issues you encounter. Have a fantastic time exploring the world of Hot Dogs, Horseshoes, and Hand Grenades! Peace.