Ohh okay, so its still operate in game but just random on those certain foods.. NotedSmell was removed a long time ago and I don't think it's coming back.In a sense, there is smell... zombies will investigate places you've been and attempt to follow the trail towards you. It's success is random. This is not affected by what you are carrying or what you have eaten though (chili farts).
No, close. Foods are not involved at all. Your smell is always the same. It is random whether they track you or not.Ohh okay, so its still operate in game but just random on those certain foods.. Noted
Item Smell Properties (items.xml)
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How does an item GET a smell value? What is the syntax for that?
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That's a separate system. What I am referring to is what faatal calls breadcrumbs.its called the "heatmap" you as a player generate "heat" (activity) when you do pretty much anything...torches generate some, so do other flame based light sources, using loud actions makes more than quiet choices (auger vs pickaxe)
ahh that, I assumed that was tied directly to the heatmap, my badThat's a separate system. What I am referring to is what faatal calls breadcrumbs.
Well, faatal actually describes it more like hearing... they move to investigate a sound. However, the way he describes it after that point I like to think of as scent:ahh that, I assumed that was tied directly to the heatmap, my bad
AI hearing works the same in A18, but zombies generally do not go directly to you. Players have a breadcrumb trail now, so AI will seek to somewhere on the trail, depending on how accurate they are and randomness.
So yeah, I guess it's just a general "sense" or combination of sound and scent.It is just a circular array (32 entries) of player positions updated every 1m the player moves. Zombies when they hear you, pick a random value from the current breadcrumb location up to AINoiseSeekDist back in the array and investigate that position.