Interactive non-player characters (actors)
Interactive non-player characters (actors)
In order to allow for a much greater flexibility in designing quests and increasing the interactivity of servers, a method of creating and controlling non-player characters should be created. These will be different from NPCs, as they will not make any decisions on their own. Instead, they will do whatever they are commanded to do by other entities.
This is a meta-task, many smaller tasks will be added to this for each component, once I get the website handling that sort of thing.
Primary object: lmd_actor (entity)
Will spawn an actor when used (no limit), or spawn an actor immediately if no targetname set.
The spawned actor will be dependent on this entity. Deleting or respawning it will delete all actors spawned from it.
Actors should have the following attributes, set by the spawner and modifiable per-actor on the fly by other entities:
- model
- scale
- run speed
- walk speed
- animations (torso and legs, animation hold times)
- weapons
Actors should also have the following actions, triggered by other entities:
- Go to point (allow chaining to make paths)
- Go to entity/player
- Flee from entity/player
- Shoot
- Crouch
Potentially, actors may be able to make use of npc health combat code, but that is not the primary intention. If this idea is rejected, entities will be provided to perform in-place swaps of npcs and actors in order to allow them to be used for combat.
Recorded changes
Most recent entries are at the top.
| Log entry | Posted |
|---|---|
|
May 20, 2010 - 4:14am |
|
Initial lmd_actor entity is in place. Currently, it spawns a specified model, and tells the actor to blindly run forwards. This proves the concept is workable, and I expect an easy and stable implementation. Read full entry |
May 19, 2010 - 5:45am |
