AI paths

Chat and ask questions about the RPG Maker Mode here.
User avatar
Posts: 423
Joined: July 17th, 2011, 11:02 am
Name: kdd

AI paths

Postby kddekadenz » October 11th, 2012, 2:35 pm

Hirato, could you please clearify how to use these commands:

And I wonder if there is any way to add own script signals in RPG-script (or define functions/procedures), e.g. when ending a quest.

Thank you in advance for your help ;)
Kelgar is an advanced RPG beeing developed in Sandbox

Posts: 689
Joined: May 30th, 2009, 1:23 pm
IRC Username: hirato

Re: AI paths

Postby Hirato » October 11th, 2012, 7:58 pm

Those two need a corresponding location entity.
I'll probably make variants at some stage which take coordinates instead.

with that, move should be self explanatory.
With wander, the "Radius" field defines the radius of the circle around the location entity in which the entity will wander.

Also note that the player can use these too, but ONLY during cutscenes.

As for question #2, have a look at marystorm, or rosestorm as mike renamed it. Specifically the prison door and the piper's scripts.

You can define any arbitrary signal, there's a reason the syntax is "r_script_signal str body" and not "r_script_str body."
You can call any arbitrary signal and define its parameters. The internals use this exact same method for calling "update" and what not.
This is not a url, clicking it is pointless

Return to “RPG Maker Mode”

Who is online

Users browsing this forum: Google [Bot] and 1 guest