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Vision Modifiers:
Alertness Visibility Stance
o Normal x0.75 Light on Player o Crouched x0.75
o Alert x1 Between 0 and 1 o Prone x0.50
The vision is calculated by taking the base vision range, multiplying by the alertness state then
multiplying this by the visibility (the amount of light the player is in) then multiplying this by a (where
appropriate) a stealth modifier then a stance modifier.
Player Sounds
All the following make sounds that can be heard by the AI at the following radius:
Player Health/Movement
Wound Level % Health Speed of Movement
Light Wounds 75-100% 100%
Serious Wounds 26-75% 75%
Heavy Wounds 5-25% 50%
Unconscious 0-4% 0%
Dead <0% 0%
goons, ferrets or Feldgrau troops. The officer profile is used for all units such as Gestapo Officers, the
Kommandant and so on while the Elite profile is used for special troops such as Panzergrenadiers.
Other AI Stats
Item Stat
Time before running attracts suspicion 5 seconds
Time guards spend searching for player after loosing LOS 30 seconds
Arrest: Distance from AI unit player is before arrested 3 meters
Arrest: Time after arrest is initiated before the distance above comes into effect 3 seconds
Combat AI: The minimum distance required between the assaulting unit and 5 meters
their next cover point for that point to be valid
Combat AI: Degrees spread to check for potential cover points 140 degrees
Combat AI: Minimum amount of time to spend at each cover point 15 seconds
Combat AI: Maximum amount of time to spend at each cover point 25 seconds
ID Check: The length of time to wait for the player to produce and show their ID 10 Seconds
papers
ID Check: How far away the guard must be from the player before he starts 3 meters
checking papers
ID Check: The length of time the player retains the effective legal status (rank) 30 seconds
of the region they just entered if they pass the ID check
ID Check: The length of time the player has to show their papers to the officer 5 seconds
after they have been asked for them
Searching: The length of time the player has to stop moving after "Halt!" is 3 seconds
called
Searching: Length of time an AI unit spends searching random points if told to 15 seconds
search
Objects Stats
Weapons
The table below lists the most important stats that impact on the game system in Great Escape. Other
stats such as rounds per magazine are accurate to the info in the Jane’s gun guide book. The main aim
with the balancing is that MGs kill a standard AI unit with 1 burst, SMGs with 2 busts, rifles take 3
shots, pistols 4 shots and punching with 5 hits.
Vehicles
This uses a similar stats system to Gulf, where un-armoured vehicles have lots of health and little
armour so they can be riddled with and destroyed by small arms fire and can be destroyed in a single
shot by an anti-tank weapon. Armoured vehicles have little health and lots of armour so they can be
destroyed with anti-tank weapons but not with small arms.
Level 19
Equipment placed on the level:
Item Number Ammo
Medi Kit 3 -
Kar 98K Rifle 1 5 clips
MG42 (fixed position) 1 Infinite ammo
Panzerfaust 1 -
MP40 1 5 clips
Sten Mk.II 1 5 clips