A hidden scout that is spotted only after being watched for a while
Hiding units are fun only if the enemy has fair ways to find them. A sharp-eyed guard who spots you in one frame is no fun, and one who never does makes hiding a cheat. This entry covers the two ways cover is lost and how long it stays lost.
Why this works
Being seen is a matter of how long someone looks, not whether they glance. Counting steady attention, and treating a strike as a loud act, gives the hider a fair chance and the seeker a fair way to win.
When not to use it
Do not use it when hiding should be all or nothing, such as a puzzle where a single sight means failure, or in a horror game where the dread comes from being found at any moment. Use a plain line-of-sight check there.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 18 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "A hidden scout that is spotted only after being watched for a while" (read_entry stealth-unit-spotted-after-delay-and-attack) 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