invisible

Overview

This block allows you to determine whether a cover is invisible to the player and then perform a certain action on this cover. For example, you can spawn a monster into this cover without worrying the player will see it.

Inputs

  • This block has only one, unnamed input.

Connect it to any relevant ref output of your action or trigger of choice.

Outputs

  • Fail

Fires an event, if no invisible cover was found in 'candidates'.

Refs

  • Candidates

A list of covers to choose from. You can set it to a logic block such as "random" or "switch". You can also set this reference to "nearest".

  • Evaluator

An object around which to look for cover. The block will only look for cover within a certain range of this object. The range is determined in "Min radius" and "Max radius" properties.

Properties

  • Min radius

Minimum range from an evaluator object to look for a candidate cover.

  • Max radius

Maximum range from an evaluator object to look for a candidate cover.

  • Cover inner type
  • Cover type

Usage examples

This block is useful when you need to do something outside of the player's view. In the example below, we want to spawn enemies when the player enters a certain area but we don't want them to spawn right in front of the player's eyes. To achieve this, we set the 'pos' ref of the engine clone action to invisible. We then set the invisible's candidates to cover/random. We can also define an evaluator and min/max radius to look for cover. This way, when the player enters the zone, the engine will find a random invisible cover in the evaluator's range and spawn an enemy there.




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