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It's alright. I might just use Safe zones behind walls and when I do feel like mapping again (this issue really drained me, i've tested 90% of the entities), I'll make a level where it's designed so that it wouldn't be an issue. Though that doesn't sound very fun to me. Anyways, if you get round to trying it out, do let me know please. I'll be forever grateful.
So for some reason whenever I set the line-of-sight trigger_multiple's Delay, it fires the Output to the logic_relay no matter what, even when the wall trigger has detected the info_target before the line-of-sight fires. Though, could the issue be in using OnStartTouch and OnEndTouch on the wall trigger to Toggle the logic_relay? I tried Enable/Disable but both options don't seem to work.
Thank you for your response!

Just to clarify - by player trigger do you mean the one parented to the hostile NPC? And if I rename the player, would the line-of-sight trigger stop working when they pass through it?

I will test what you suggested as soon as possible and report back.
I am curently working on a stealth mechanic, but I'm unsure about something very important. I've set up a Neutral ai_relationship for the patroling NPC, and have parented a trigger_once to an npc_combine_s (the NPC) that acts as its Line-of-sight, and when the player "touches" it, the Relationship gets set to Hate. Also I've added trigger_multiple's as Safe zones, scattered in dark spots around the level, and had them Disable the NPC's Line-of-sight when the player is in them, and Enable it when the player exits them, but do you know if I can have the engine detect if the player is behind a wall, out of line-of-sight? As the title suggests - can I have the NPC's Line-of-sight, the parented trigger_once, check if it "touches" an info_target that's parented to the player AND another info_target that would be behind a wall, and if so, Disable itself? Or is that totally not the way to go about that... i'm having a brain fog moment on this issue. Any suggestions would be helpful!