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Player and Team Intensity
Intensity is a general measure of how a player or team is currently playing. The Player Intensity is based on events like taking damage, killing an AI, being incapacitated or dying. The Team Intensity is the sum of the Player Intensities.
Factors Contributing to Intensity
If a player kills an AI within 1024 units, the player's intensity will increase based on the distance to the AI. The closer the AI, the more the player's Intensity will increase.
When a player is damaged, their intensity will increase based on the damage taken, their max health and their current health. The higher the ratio of damage taken to max health, the more the player's Intensity will increase. The closer the player is to death, the more the player's Intensity will increase.
When a player is incapacitated, their Intensity will be set to Extreme.
When a player dies, their Intensity will be set to the maximum value.
The Intensity decays over time.
The Player Proxy has an output called On Intensity Changed and Team Proxy object has an output called On Team Intensity Changed. These outputs allow a map to adaptively control scripted events based on how well a player or team is performing.
Intensity can drive music based on how intense the game is at any given moment. You can have a relaxed track play when the intensity is Very Low or Low, and play increasingly stressful tracks as the intensity ramps up. Likewise, the as Intensity decays over time, the music will return to less stressful tracks.
Intensity can also adaptively manage the spawns against a team; spawn tougher AI when a team is playing well, ease up when a team is struggling. In this example, a custom group encounter will be spawned whenever the intensity dips to Low and an emergency Powerup will be spawned whenever the Intensity spikes to Extreme.