Moving Along a Specified Path?
Author | Topic: Moving Along a Specified Path? |
---|---|
Warrior
Member # 3905
|
written Wednesday, July 21 2004 08:18
Profile
Ok, I'm trying to make a scenario (to be released november 2024 if ever). However I'm still not quite familiar with the editor nor scripting. How would you go about if you want a character (NPC) to move to a specified spot. I want a character to walk away (to another part of town) after having been talked to. Any suggestions on how you could pull this off? Posts: 56 | Registered: Tuesday, January 20 2004 08:00 |
Apprentice
Member # 4119
|
written Wednesday, July 21 2004 08:27
Profile
Newbie too, but waypoint sounds promising. I haven't looked at it yet, but that was my plan for implementing this when the time came. Posts: 23 | Registered: Thursday, March 18 2004 08:00 |
Apprentice
Member # 4119
|
written Wednesday, July 21 2004 08:28
Profile
Duplicate. Sorry. ------------ Grrr those splitters, or whatever the proper term is, they bug me [ Wednesday, July 21, 2004 08:32: Message edited by: Eldritch_Cadillac ] Posts: 23 | Registered: Thursday, March 18 2004 08:00 |
Agent
Member # 2820
|
written Wednesday, July 21 2004 08:39
Profile
Use a really simple, modified basicnpc script. In the TALKING_STATE, check to see if the flag has been set, then set it if it hasn't. Then tell the monster to either move_to_loc_x_y() or approach_waypoint(). The waypoint must be set in the editor. I'll post an edited script in a minute. [ Wednesday, July 21, 2004 09:22: Message edited by: Keep ] -------------------- Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are. ==== Alorael: War and violence would end if we all had each other's babies! ==== Drakefyre: Those are hideous mangos. Posts: 1415 | Registered: Thursday, March 27 2003 08:00 |
Post Navel Trauma ^_^
Member # 67
|
written Wednesday, July 21 2004 12:46
Profile
Homepage
I do this in Babysitting. Have a look at Father Crilly's creature script. He uses several waypoints though, because he goes a long way and I wanted the pathfinding to be easy. -------------------- Barcoorah: I even did it to a big dorset ram. New Mac BoE Posts: 1798 | Registered: Thursday, October 4 2001 07:00 |
Off With Their Heads
Member # 4045
|
written Wednesday, July 21 2004 12:54
Profile
Homepage
I believe Keep's script won't do what you want, too. The TALKING_STATE is only called when you actively talk to the character. Keep's script will look really bloody weird. The character will take one step every time you attempt to talk to it. Khoth's script is the way to go. -------------------- Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens. Smoo: Get ready to face the walls! Ephesos: In conclusion, yarr. Kelandon's Pink and Pretty Page!!: the authorized location for all things by me The Archive of all released BoE scenarios ever Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |
Agent
Member # 2820
|
written Wednesday, July 21 2004 13:39
Profile
What do you mean my script won't work? I just tested it and it worked fine. The second parameter in approach_waypoint() determines how close to go to the place. But you will need to tweak it to suit your needs, of course. -------------------- Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are. ==== Alorael: War and violence would end if we all had each other's babies! ==== Drakefyre: Those are hideous mangos. Posts: 1415 | Registered: Thursday, March 27 2003 08:00 |
Off With Their Heads
Member # 4045
|
written Wednesday, July 21 2004 13:45
Profile
Homepage
If you tested it and it does in fact work, then I take that back. I don't understand how it could possibly work -- creatures are not supposed to stay in TALKING_STATE after you've talked to them, nor are they supposed to enter it without you talking to them -- but if it does, then clearly there's something here that I don't understand. Oh. Wait. It is in the START_STATE, too. Never mind. My apologies. The clutter in the TALKING_STATE is unnecessary, but the code in the START_STATE will work. -------------------- Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens. Smoo: Get ready to face the walls! Ephesos: In conclusion, yarr. Kelandon's Pink and Pretty Page!!: the authorized location for all things by me The Archive of all released BoE scenarios ever Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |
Agent
Member # 2820
|
written Wednesday, July 21 2004 14:02
Profile
I was worried the creature might not run its script until 8 turns later, so I just made it immediate just in case. -------------------- Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are. ==== Alorael: War and violence would end if we all had each other's babies! ==== Drakefyre: Those are hideous mangos. Posts: 1415 | Registered: Thursday, March 27 2003 08:00 |
BANNED
Member # 4
|
written Wednesday, July 21 2004 14:45
Profile
Homepage
God, I have one of these on my site. http://geocities.com/terrorsmartyr/BladesofAvernum/talkparty.txt You people sure don't know how to look. >_< -------------------- * Posts: 6936 | Registered: Tuesday, September 18 2001 07:00 |