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Re: Creatures that attack

Posted: May 3rd, 2010, 8:11 am
by arcones
Cypress wrote:By the way, its in src/fpsgame/monster.cpp for me. :shock:


I guess that would make sense as FPS for Sauer has monsters...

Cypress wrote:So, is it usable as a script in RPG mode?

a) Does it have any connection to r_ai command in MCO?
b) Any idea how r_ai works in MCO? :D


I looked it up and I couldn't find that, but I'd assume you'd be able to use something similar (maybe the r_ai in MCO) for PRG AI.

The "to do" for Sandbox RPG is,
* game logic
** characters patrolling the world
** scripted events. such as on_approach, on_hit, on_drop, on_death, etc
*** set rpgactor and rpgselected aliases for the above for scripts
*** implement cubescript to engine hooks, such as r_distance
*** implement script functions, such as trigger, die, respawn, etc
*** implement r_get functions for retrieving specific values, or many values
*** Implement r_mod functions, for applying a delta to various stats and values
*** Implement group and spawn ids for simplifying scripts (respectively defined in definition and spawn ent)

And some AI:
* AI
** Adapt quin's
*** needs to respect friendliness towards others
*** needs to attack back if attacked by a friendly
*** needs to help friends in distress
** analytical
*** retreats on low health or very strong opponents
*** fights to the bitter end
*** tries to equip things, ie try to avoid fighting unarmed unless they'd perform better unarmed
*** some greedier fellows, chase after trinkets and loot?
*** factions?

So they are working on it, I believe some form of a working AI will be available in the next release!
And I don't know about r_ai from MCO, sorry :roll:

Arc :geek:

Re: Creatures that attack

Posted: May 3rd, 2010, 4:55 pm
by Captain_Ahab
DOH!

why did I type 'engine'?

Re: Creatures that attack

Posted: May 3rd, 2010, 4:59 pm
by arcones
hehe! I don't know why :P

Why Captain? :lol:

Re: Creatures that attack

Posted: May 4th, 2010, 1:11 am
by Cypress
So... is it universal?
E.g: Can I use the fpsgame command in rpggame?

Besides that, how does r_X commands work? ( X = anything )
Do you need to add something like ICOMMAND beforehand?

Sorry if its difficult to understand, I just can't seem to phrase it :x

Re: Creatures that attack

Posted: May 4th, 2010, 8:03 am
by arcones
No... I don't believe so.
Cypress wrote:So... is it universal?
E.g: Can I use the fpsgame command in rpggame?
There are similarities, but some things are different. I don't know how to put it either, but Venima told me he's better at FPS coding, than RPG coding. :|

Cypress wrote:Besides that, how does r_X commands work? ( X = anything )
Do you need to add something like ICOMMAND beforehand?
No, see r_interact and things like that don't need an ICOMMAND. Simply because the engine already knows it's being commanded to do something.

Arc :geek:

Re: Creatures that attack

Posted: May 4th, 2010, 9:00 am
by Cypress
Hmm... I see.
So are there any list for commands that is engine-related?

The funny thing is that MCO understands r_ai.

Otherwise, r_ai can't seem to affect PAS 2.5.

I'll take some time to go through the engine folder to find anything interesting :D

Thanks for the tip!

Re: Creatures that attack

Posted: May 4th, 2010, 12:50 pm
by arcones
MCO is pretty much custom code, so that'd be the reason why. PAS has a certain code that it need's to stick too. (I believe :roll: )

Re: Creatures that attack

Posted: May 4th, 2010, 5:05 pm
by Captain_Ahab
arcones wrote:hehe! I don't know why :P

Why Captain? :lol:


maybe its because I'm ancient and am getting senile?

Re: Creatures that attack

Posted: May 4th, 2010, 5:58 pm
by Cypress
Any list for those certain codes for PAS 2.5? =D

Besides, while digging through the rpg config for MCO, I found this confusing

Code: Select all

r_friendly_creature = [
    r_model $arg1
    r_ai 2
]


What does the $arg1 stand for?

Re: Creatures that attack

Posted: May 5th, 2010, 8:03 am
by arcones
It stands for something previously stated as something else. :D

As in this $arg 1 = rc/blue

But the way MCO is coded just requires them to use $arg 1 every time they want a Blue RC. Is there any other example?