Make enemies search the places a vanished player could have reached
After losing sight of the player, the enemy either stands still or checks a perfect circle that includes the other side of walls. Here is how to work out the real set of hiding places from the time passed, and the order that looks natural.
Why this works
A vanished player can only be where walking since the last sighting could have taken them, and not where anyone is looking. Time passed plus real routes shrinks the guess, and ordering it by freshness makes the search sweep outward the way a person would.
When not to use it
Don't use it when the enemy should be unfair on purpose, such as a hunter that always knows where you are, or when the player can vanish by teleporting or hiding in a locker. Then the reachable area is wrong. Search the hiding places instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 29 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Make enemies search the places a vanished player could have reached" (read_entry search-where-the-player-could-have-gone) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP