Stealth Coverage System
Stealth Coverage System
Section titled “Stealth Coverage System”Stealth Coverage Concept
Section titled “Stealth Coverage Concept”Stealth coverage represents environmental elements that hide the player from enemy detection. Unlike ability-based stealth, coverage stealth is location-dependent and provides concealment when players position themselves within designated areas.
Coverage State Management
Section titled “Coverage State Management”Player Character Variables
Section titled “Player Character Variables”Create stealth coverage tracking system:
- Stealth Coverage Array: Array of boolean values to track multiple coverage areas
- Coverage State Logic: Automatically enter stealth when in coverage and not in combat
Interface Functions
Section titled “Interface Functions”Create interface functions for stealth coverage communication:
- Interface_Stealth_Coverage_Add: Called when entering coverage area
- Interface_Stealth_Coverage_Remove: Called when exiting coverage area
Coverage Logic Implementation
Section titled “Coverage Logic Implementation”Adding Coverage
Section titled “Adding Coverage”When player enters stealth coverage area:
Event_Stealth_Coverage_Add() {add_value_to_stealth_coverage_array;
if (not_in_combat) {turn_stealth_on;}// If in combat, do nothing but track coverage}
Removing Coverage
Section titled “Removing Coverage”When player exits stealth coverage area:
Event_Stealth_Coverage_Remove() {remove_index_0_from_coverage_array;
if (coverage_array_has_no_entries) {if (in_combat) {turn_stealth_off;}// If not in combat, maintain stealth}}
Stealth Off Function Updates
Section titled “Stealth Off Function Updates”Modify stealth deactivation to check for coverage:
F_Stealth_Off() {if (stealth_coverage_array_has_entries) {if (in_combat) {proceed_to_turn_stealth_off;return_mesh_to_normal_appearance;} else {do_nothing; // Stay in stealth due to coverage}} else {proceed_to_turn_stealth_off;return_mesh_to_normal_appearance;}}
Combat State Integration
Section titled “Combat State Integration”Combat State Off Function
Section titled “Combat State Off Function”When combat state ends, check for automatic stealth activation:
F_Combat_State_Off() {set_combat_to_false;
if (stealth_coverage_array_has_entries) {turn_stealth_on; // Auto-enter stealth if in coverage}}
This ensures players automatically return to stealth when combat ends if they’re still in coverage areas.
Stealth Coverage Actor
Section titled “Stealth Coverage Actor”Actor Setup
Section titled “Actor Setup”Create environmental stealth coverage areas:
Components
Section titled “Components”- Box Collision: Defines coverage area boundaries
- Static Mesh Cube: Visual reference for level designers (hidden in game)
- Collision Settings: Box collision set to overlap pawns only
Collision Configuration
Section titled “Collision Configuration”- Box Extent: 50x50x50 units (matching cube size)
- Collision Type: Custom collision
- Collision Response: Ignore all, overlap pawn only
- Generate Overlap Events: Enabled
Visual Setup
Section titled “Visual Setup”- Cube Mesh: No collision, no overlap events, hidden in game
- Cube Material: Translucent blue material (30% opacity) for designer visibility
Coverage Area Material
Section titled “Coverage Area Material”Create visual material for designers:
- Blend Mode: Translucent
- Base Color: Light blue vector constant
- Opacity: 0.3 constant value
- Dynamic Material: Allow runtime color changes for different coverage types
Overlap Events
Section titled “Overlap Events”Implement collision detection:
// Box Collision Begin OverlapOnBeginOverlap(OtherActor) {OtherActor.Stealth_Coverage_Add();}
// Box Collision End OverlapOnEndOverlap(OtherActor) {OtherActor.Stealth_Coverage_Remove();}
Level Design Implementation
Section titled “Level Design Implementation”Placement Strategy
Section titled “Placement Strategy”Position stealth coverage actors around environmental features:
- Shrubbery Areas: Natural concealment locations
- Shadow Regions: Areas with logical concealment
- Environmental Cover: Behind walls, under structures, in dense vegetation
Coverage Area Sizing
Section titled “Coverage Area Sizing”- Resize box collision to match environmental features
- Create multiple coverage areas for large concealment zones
- Ensure coverage areas don’t overlap in confusing ways
Testing and Refinement
Section titled “Testing and Refinement”Coverage Behavior Testing
Section titled “Coverage Behavior Testing”Test coverage system interactions:
- Enter coverage while not in combat (should enter stealth)
- Attack while in coverage (should enter combat, break stealth)
- End combat while still in coverage (should return to stealth)
- Move between multiple coverage areas (should maintain stealth)
Combat Integration Testing
Section titled “Combat Integration Testing”- Attack outside coverage (enter combat, no stealth return)
- Attack inside coverage (enter combat, auto-return to stealth after 5 seconds)
- Use abilities that trigger combat state while in coverage
The stealth coverage system provides tactical positioning gameplay and creates clear risk/reward decisions for players choosing between safety and mobility.