1. False Alarm
  2. News
  3. Distractions in False Alarm

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]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]A distraction is designed to be predictable. You should be able to plan around it.[/p][p][/p][h2]What Counts as a Distraction?[/h2][p]There are a few types of distraction sources:[/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]
[hr][/hr][h2]How Enemies React[/h2][p]When an enemy detects a distraction, they move through a simple chain of behavior:[/p]
  1. [p]Notice
    They register a sound/trigger within range.[/p]
  2. [p]Investigate
    They path toward the source to confirm what happened.[/p]
  3. [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]
  4. [p]Return
    They resume their normal route/guard position.[/p]
[p]This structure keeps their reactions consistent, so you can learn the rules and use them deliberately.[/p][hr][/hr][h2]Important Rules[/h2][p]A few guardrails keep distractions from becoming too powerful:[/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]
[hr][/hr][h2]Player Strategy Examples[/h2][p]Here are some intended use cases:[/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]