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NPC Behavious?


monsoontide

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Posted

In the entity definition for spawning NPC's, it says:

 

"These strings can be used to activate behaviors instead of scripts - these are checked first and so no scripts should be names with these names:

default - 0: whatever

idle - 1: Stand around, do abolutely nothing

roam - 2: Roam around, collect stuff

walk - 3: Crouch-Walk toward their goals

run - 4: Run toward their goals

standshoot - 5: Stay in one spot and shoot- duck when neccesary

standguard - 6: Wait around for an enemy

patrol - 7: Follow a path, looking for enemies

huntkill - 8: Track down enemies and kill them

evade - 9: Run from enemies

evadeshoot - 10: Run from enemies, shoot them if they hit you

runshoot - 11: Run to your goal and shoot enemy when possible

defend - 12: Defend an entity or spot?

snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned

combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code

medic - 15: Go for lowest health buddy, hide and heal him.

takecover - 16: Find nearest cover from enemies

getammo - 17: Go get some ammo

advancefight - 18: Go somewhere and fight along the way

face - 19: turn until facing desired angles

wait - 20: do nothing

formation - 21: Maintain a formation

crouch - 22: Crouch-walk toward their goals "

 

What are the KEY/VALUE settings to get these to actually work?

(I know it should be KEY: spawnscript, but what's the value? Is it VALUE: medic, VALUE: medic - 15, VALUE: 15???)

And is there anything else you need to do?

Hell! are these even implemented in JKA?

 

Thanks

Monsoontide

Posted

I presume you have already tried a few obvious ones, like "medic" and "15"? If not, try them out and come back. If so, and it didn't work, try making a few scripts to set behaviours instead (don't ask how to make scripts, it's already covered extensively in other threads).

Posted

I've already done NPC scripting in another map, I was just curious if anyone has managed to get these "default" behaviours to work and if so how?

Heck, the way it's worded ("These STRINGS can be used to activate behaviors instead of scripts , I think you may have to use the whole thing"), makes me think you have to use the WHOLE thing i.e. KEY: Usescript, VALUE: walk - 3: Crouch-Walk toward their goals!!!

Posted

I suppose it should be easy enough to test in a test map. Place there a good amount of NPCs with different kinds of entries. See which one works. Choose such an entry that it would be easy to recognize if it works or not.

Posted

Nah... no luck.

I get the feeling these were for scripts included with Quake 3 or Star Trek: Elite Force.

Since I don't have either of these games installed I can't check.

 

So it back to making them (the scripts) myself or using the JK:JA ones. LOL

Posted

I was more or less thinking 1 = on 0 = off... but whatever. Sorry to waste your time :-\ :p

 

To be honest, its probably best to do this in ICARUS... at least you know that those commands work (the ones listed in ICARUS) :)

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