Mati9319
Supporter
I just came up with it and I think it may actually work!
First of all, in order to trigger a stealth kill, ALL of the following requirements must be met:
Now, I understand that executing a stealth kill using game engine's physics would be EXTREMELY hard to design and make it work. So this is my idea on how to handle stealth kills:
From the moment of pressing LMB, our character and their victim would both enter state in which they're not affected by game's physics and instead, the actual kill would be handled with a scripted animation. E.g. our character grabs their victim's shoulder with left hand and - at the same - slits their throat with the dagger held in right hand. Right after victim's throat is slit (the moment our dagger ceases contact with victim's neck), the scripted movements would end and both characters would return to their natural - physics driven - state:
First of all, in order to trigger a stealth kill, ALL of the following requirements must be met:
- our victim doesn't know about our presence (in other words: we need to approach them silently, without being seen by them or by any other NPCs),
- we are standing right behind our victim, facing their back,
- we have a dagger equipped,
- our victim isn't wearing any hard armor around their neck (e.g. plates).
Now, I understand that executing a stealth kill using game engine's physics would be EXTREMELY hard to design and make it work. So this is my idea on how to handle stealth kills:
From the moment of pressing LMB, our character and their victim would both enter state in which they're not affected by game's physics and instead, the actual kill would be handled with a scripted animation. E.g. our character grabs their victim's shoulder with left hand and - at the same - slits their throat with the dagger held in right hand. Right after victim's throat is slit (the moment our dagger ceases contact with victim's neck), the scripted movements would end and both characters would return to their natural - physics driven - state:
- our character fluidly returns to normal combat stance,
- our victim's body falls onto the ground.