Guide
The monsters that search for you
How the searching monsters in R.E.P.O. work: a state for looking under things on two timers, a slow walker with a mace on three springs, a hunter that investigates with a ray and shoots, and two monsters that give themselves away by sound and debris.
Applies to
0.4.0, read from the copy of the game this site was built from (see the sources page)
Before you start
- A level where hiding is possible
- A crew that reports what it hears
- A place to break line of sight
Steps
- Expect a monster to stop chasing and start looking.
one of the monsters' states is for looking under things, and it is a state of its own - Use the waiting time, because the search runs on two timers.
the state waits for between a shortest and a longest time before looking, and the look itself lasts between a shortest and a longest time - Listen for a slow walker's look-under, because it has a sound for each part of it.
it looks under things with an intro, an attack and an outro of its own, and carries a stun loop - Do not judge a slow walker by its walking, because it swings a mace on a neck of springs.
its neck is three springs each with a target and a source, its mace has a transform and a spark effect of its own, and its swings come in a short and a long version - Expect a hunter to find you with a ray rather than with its eyes.
it investigates with a ray of its own, drawn as a line with a width curve - Watch a hunter aim, because its aim sits on two springs.
its gun has separate transforms for aiming the weapon and for the tip of the barrel, and the aim is carried on a horizontal and a vertical spring - Know that a hunter's shot is heard by the whole crew rather than only by you.
it has a sound for shooting and one for a shot heard across the level - Track an animal by ear, because sound and debris are all it gives you.
its moving sounds include a step, a stomp, a short move and a long move, jumping and landing are separate sounds, and it has particles for impact, for bits from its legs and for digging - Expect a runner to come apart as you hurt it.
it keeps a head on a spring with a source and a target, its whole body turns on a rotation spring, and hay and pieces are thrown in two sizes and over two distances
Common mistakes
- Breaking cover the moment a monster stops chasing instead of waiting out its search.
- Trading blows with a slow walker because it moves slowly.
- Standing in the open where a hunter's ray is already sweeping.
- Reading a hunter's aim as harmless because nothing has been fired yet.
Related entries
How the game behavesWhen a monster looks under somethingOne of the monsters' states is for looking under things.
MonstersThe slow walker and the mace it swingsIt carries a mace with its own transform and a spark effect, with sounds for short swings, long swings and the mace trailing.
MonstersThe hunter and the gun it carriesThe hunter has a state, an animator and a switch for whether it is always active.
MonstersThe animal and the noise it makesIts moving sounds include a step, a stomp, a short move and a long move.
MonstersThe runner and what bursts out of itIt keeps a state, an animator and a head on a spring with a source and a target.Sources
A local copy of the game, read only. Grounding for each step is on the technical reference pages; no number is estimated.