Tuesday, September 09, 2008
Group script
The most common one that is used is the OnDeath script. This is a script placed in the OnDeath tag of a single object. This fires when that object dies. It works well if you only have one enemy that is going to provide an update. If you have a number of combatants and assign the OnDeath to a single one and wish to start a conversation, it can be quite clumsy. Everquest 2 and World of Warcraft use this type of update more than any others.
A Body Count variable is a better way of doing an update with multiple objects. You would assign an OnDeath script that would fire a modifier to a variable of “iBodycount”, for example. If you had five combatants, you would assign an OnDeath on all of them that would add “1” to the “iBodycount” variable on that object's death. The object that is going to give the update would have an OnHeartbeat script that looks for the “iBodycount” variable to be at least “5”. Since the OnHeartbeat scripts fire every 6 seconds, there is going to be a delay of six seconds, at the most.
I discovered another way that I much prefer for multiple objects. It is called the Grouping script.
Here is the sample Grouping script that I tested:
#include “ginc_group”
void main()
{
AddNearestwithTagToGroup(“turds”, “turd”);
GroupOnDeathBeginConversation(“turds”, “jones”, “speak1”);
}
I took two zombie templates and placed them in a zone. I gave both of them the Tag “turd”. I then placed an umber hulk template down and gave him the Tag “jones”. I made a single conversation script and called it “speak1”.
This script fires when the player crosses a trigger on the ground. When it fires, it takes all the objects with the Tag of “turd” and places them in a group called “turds”. When all the objects in the group have been killed, “jones” starts up the conversation “speak1”.
Its pretty simple to use, but you have take note of all the groups you will be using in the module so you don't reuse them. Of course, you need to be sure that the object starting the conversation is set to Static FALSE, otherwise they won't do a goddamn thing, no matter how well you script.
Sunday, August 17, 2008
Couple of Useful Scripts
It seems that when I "ChangeToStandardFaction(STANDARD_FACTION_HOSTILE)", the mobs fail to directly attack unless they are attacked first. Going through some OC scripts, I discovered that their is no direction solution to this, other than to create a valiable that determines the player's ability to survive the attack.
Rather than trying to script OnDeath scripts for all the opponents followed by the local variable that will determine what happens when the battle is one, the OC script adds the opponents into a single group that only requires a single OnDeath script. I'm gonna play with this tomorrow and see if I can get some of these to fire properly.
Tuesday, March 11, 2008
Ambient Life
This is another cultivated precinct. It's far more advanced and populated than the small village I started out with. Given this, I have been deeply involved in creating realistic ambient life. This seems to be my weak-point, but I'm learning quickly with it.
I would like to give credit to Jeff Husges, a designer at Obsidian, for a counsel on a commonsensical way to create a "slumbering" npc.
Saturday, February 09, 2008
Bug Fixed
Sunday, February 03, 2008
Rough Night
I decided that while I was writing the script for the latest non-player companion and had some time to fully play-test this, I was gonna work out a multi-class system. More or less, I just wanted to see if it was possible. If it was not possible, I had a “work-around” in mind that should have taken care of it from a game play stand point.
So if the player is 2nd level and a non-player joins the group, the non-player will automatically level up to level 2. That wasn't a problem with a single-classed character. The problem, however, lied in the multi-classed. I set up a non-player to be a rogue/cleric, both 1st level. When the non-player joined the 2ndnd class rogue. The secondary class was completely ignored. level player, they leveled to a 2
That would pose a problem when the player joins up with a monk/blackguard/warlock later on in the game. This non-player is part of the storyline, so having all three classes is of major importance.
After playing around with a number of different options, I found the final solution to be really simple. The reason the non-player was switching to a single was because of their “Starting Package”. This is basically a blueprint of how future leveling will occur. If I simply remove the starting package, the code that planned future leveling does not fire and the initial level in classes remains untouched. The non-player is then leveled in the standard fashion.
The most amazing part about this is that the engine does not crash when it fails to find a script that it expects. That was worrying me and was the main reason I did not think of trying this earlier.
Saturday, February 02, 2008
I'm so lucky
Friday, February 01, 2008
Weather Effects
Thursday, January 31, 2008
Wooden Area Complete
Wednesday, January 30, 2008
New Area, New Zone
Sunday, January 27, 2008
No Spawning, Only Jumping
In the old engine, I wrote a simple script to spawn non-player mobs without difficulty. For some odd reason, this new engine recognizes the script, but fails to fire it. I was able to come at it from a different angle. By placing the defined mob in another location, I was able to get a script to “jump” them to set waypoint. In this case, I just made a room inaccessable to place all the area spawning mobs. As long as their AI is disabled until I fire the “jump” they ignore each other, even if they would normally be hostile to one another. I don't see this causing any future problems, yet I am curious why my older script fails. I remember that id Software's “Doom” did something similar with their spawning mobs.
I also need a better system of setting up proper camera angles. Right now, I have to “eyeball” them then check them out through a play-test. It's not the fastest system in the world. Perhaps I could give them a set facing towards a waypoint or a small floor mounted trigger.
I bought a new notepad, because I was tired of using sticky notes to document my local integers. I originally thought it was good idea to use sticky notes, until one floats away and I have to backtrack to remember what I set.
Wednesday, January 23, 2008
The story unfolds...
Sunday, January 20, 2008
Swamp complete. Ruins in process.
Thursday, January 03, 2008
Depressing play-test and additional scripting
On the bright side, I successfully implemented the first "mission". It is simple enough, but seems to run just fine. I have a second mission planned. This one will be much longer and more detailed. I had to consult with my technical director on a storyline aspect before I wanted to dig too deep into this second mission.
Normally, mission updates can be done through a single journal script. I tried using this when I was building the first mission, but found that it lacked the depth I needed to create some truly unique scripting. I decided to add a secondary floating variable to accompany all missions with the same tag-line. It will involve me adding additional scripting, but I think...correction...I KNOW it will benefit me in the end. It also means that I will need to be careful with mission scripting, as I will be relying on two scripts to fire properly rather than just a solitary one.
Tuesday, January 01, 2008
How much work did I just make for myself?
While everyone else in the country was out celebrating the New Years, I was writing code. How many other people would do that?