Is there function in AiQueue that mimics AI travel behaviour? #505
-
Hi there, P.S. The code of the engine is joy to look though, kudos @Try for keeping the codebase in such high-quality state. I've seen commercial apps code in much worse shape than this one. |
Beta Was this translation helpful? Give feedback.
Replies: 2 comments 2 replies
-
Hi, @PawelPerek !
Yes, go to point and do activities while on that is quite high-level behavior, controlled by scripts. I can give a high level overview of what building block are in place:
All this has to work together to achieve npc travel. Example, when Xardas goes to help with ritual, script does:
func void Rtn_RitualInnosEyeRepair_100()
{
TA_Stand_ArmsCrossed(8,0,23,0,"NW_TROLLAREA_RITUAL_01"); // ZS_STAND at point "NW_TROLLAREA_RITUAL_01"
TA_Stand_ArmsCrossed(23,0,8,0,"NW_TROLLAREA_RITUAL_01");
};
|
Beta Was this translation helpful? Give feedback.
-
Should "just work" already, isn't it?
Don't remember where exactly I find it, but generally there are plenty: https://github.com/IDizor/GothicScripts and easy to decompile. |
Beta Was this translation helpful? Give feedback.
Hi, @PawelPerek !
Yes, go to point and do activities while on that is quite high-level behavior, controlled by scripts. I can give a high level overview of what building block are in place:
ZS_Stand_ArmsCrossed
+ZS_Stand_ArmsCrossed_loop
+ZS_Stand_ArmsCrossed_end
.ZS_Stand
+FP_GATE_GUARD_01
.Time-table may have only single entry, when npc need to stay in one place.
All this has to work together to achieve npc travel. E…