Distractions in False Alarm
[p]Hi everyone,[/p][p]Today I’m breaking down one of the core stealth tools in the game: distracting enemies. The goal is to give you consistent, readable ways to manipulate patrols without the AI feeling random.[/p][hr][/hr][h2]The Core Idea[/h2][p]Distractions create a point of interest that can:[/p]
[/p][h2]What Counts as a Distraction?[/h2][p]There are a few types of distraction sources:[/p]
- [p]pull an enemy off a patrol route,[/p]
- [p]split a pair of guards,[/p]
- [p]open a timing window to cross a hallway,[/p]
- [p]or lure someone into a safer spot for you.[/p]
- [p]One-off noise that an enemy will investigate e.g. throwing a coin / knocking on a door[/p]
- [p]Interactable devices that stay on until someone turns them off e.g. a water cooler spilling water on the floor[/p]
- [p]Environmental actions that redirect enemy behaviour e.g. brewing delicious coffee might make an enemy stay in a different room[/p]
- [p]Notice
They register a sound/trigger within range.[/p] - [p]Investigate
They path toward the source to confirm what happened.[/p] - [p]Search
If they don’t find anything, they’ll do a quick look around. If they find something that they can turn off, they will do that.[/p] - [p]Return
They resume their normal route/guard position.[/p]
- [p]Distance. Being too far away will stop the effect.[/p]
- [p]Obstruction. If there is a wall between the enemy and the distraction they won't notice it. If there is a door they will, even if the door is closed. If the distraction is a light that has been turned off, they need line-of-sight before they notice something is wrong.[/p]
- [p]Create a gap in a patrol cycle to slip through.[/p]
- [p]Pull a guard to the far side of a room to reach an objective.[/p]
- [p]Break line-of-sight by moving the guard’s attention away from your approach.[/p]
- [p]Stack distractions (small sound → reposition → bigger sound) to create a longer window.[/p]