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NPC Character behaviour, scripting etc.

 
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Rodinius



Joined: 27 Apr 2007
Posts: 30

PostPosted: Mon Jun 11, 2007 8:50 pm    Post subject: NPC Character behaviour, scripting etc. Reply with quote

hi guys, I was just sending out this thread to ask a few questions.

1) How can you define scripting to create an NPC behaviour (in simple ways if possible and maybe some examples Smile )

2) How to create mission level/ state changes within an NPC????

I hope this doesnt sound like stupid questions, but much appreciated if you could reply. Thanks.
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scar3crow
Inside3D Staff


Joined: 18 Jan 2005
Posts: 837
Location: Las Vegas, NV

PostPosted: Mon Jun 11, 2007 9:40 pm    Post subject: Reply with quote

NPCs are essentially monsters that don't hate you =)

Create an entity for the npc, give him health, a model, define the bounding box, solid type, movetype if applicable, and then decide upon interaction (does he stand there, does he roam, does he make sounds, does he initiate conversation, can you initiate conversation with him?)

In short, QuakeC can easily make NPCs, and theoretically they could even send you on quests or such. Not 100% what more you were asking, but hey, I'm not even a coder.
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Teiman



Joined: 03 Jun 2007
Posts: 309

PostPosted: Tue Jun 12, 2007 12:30 pm    Post subject: Reply with quote

scar3crow wrote:
NPCs are essentially monsters that don't hate you =).


Or that the missile attack is to bprint "Hi!", and the melee one. "Gimme money, please" or whatever.
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