I guess that would make sense as FPS for Sauer has monsters...Cypress wrote:By the way, its in src/fpsgame/monster.cpp for me.
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.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?![]()
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
Arc




