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DarthDie
05-22-2007, 03:07 PM
This thread is for ideas that you guys would like me(or someone else) to add to NPCS...so far I have made stormtroopers duck when their enemy fires....and I would like to get some more ideas to try and add. It doesnt necessary have to be about stormtroopers...but I would like it to be at least around gun totin' NPCS.

Maxstate
05-22-2007, 03:33 PM
Damn this could prove to be fun, well I'd love to have them run away from me when I run at swinging my saber them, or make them get knocked down when they fall from a great height.

Also make them aim a bit less ******* accurately.

Wytchking
05-22-2007, 03:38 PM
Perhaps make them work better in squads or teams with proper formations

DarthDie
05-22-2007, 03:44 PM
@Maxstate: 1. Good idea...thats on my todo list now 2. make them get knocked down when they fall down high? 3. Alrighty.
@Wytchking: I hope to in the end make them work in teams(squads w/e) with formations...but dont know when I will know enough todo that...just think of the fun if they worked in squads(and they were smart)

razorace
05-22-2007, 05:55 PM
The current NPC behavior for large falls is to crater and die. I'm not sure we need a intermediate behavior for medium distances.

As for running away from attacking jedi, I'd make sure there's a moral check instead of 100% occurance. I know there's already a moral check for running away so maybe you could just modify that behavior a bit. It might be easiest to make it so that gunner NPC's moral falls faster than normal when their buddies get killed by jedi attacks.

thrillhouse222
05-22-2007, 06:07 PM
I think it would be really cool, if when you were using force speed and you run into a storm trooper... he falls over like getting hit in football.

DarthDie
05-22-2007, 06:18 PM
Hmm..dunno what do you guys think? I think it sounds fun *Evil smilie here*.

razorace
05-22-2007, 08:00 PM
DD, That would involve altering the NPC_touch (or touch_NPC) function.

DarthDie
05-22-2007, 08:03 PM
Well I would have prolly done if you were like...(estimated) 10 away from them and they had force speed :P. But i'll look into that...im sure my code will be better that way.

razorace
05-22-2007, 08:41 PM
Yeah, touch is only called it the players actually touched each other :)

DarthDie
05-22-2007, 09:41 PM
Anybody know anything about Navigation routing?

Maxstate
05-23-2007, 02:17 AM
We would need the new Force speed though, I'm not gonna use it just to know them down :p

TheShaman
05-23-2007, 06:06 AM
Yes a new burst speed which progressively drains force. Not 50 or 10, but like 1 every 1/10 second or so, according to the level.

DarthDie
05-23-2007, 08:43 AM
I think that force speed should continue to drain force... you keep moving with force speed and i think it should continue to drain then.

thrillhouse222
05-23-2007, 12:37 PM
what about some better hand to hand combat syles? like kicks and flips?

DarthDie
05-23-2007, 12:41 PM
?You mean make stormtroopers be able todo melee?

Wytchking
05-23-2007, 12:50 PM
How about making them seek cover when they have low health and perhaps make them search for you if they see a dead body.

DarthDie
05-23-2007, 12:54 PM
First one...good idea i'll put it on my todo list...second one, I dont understand.

thrillhouse222
05-23-2007, 01:42 PM
I think he means... if you kill a storm trooper... and another storm trooper sees the dead body... he puts eveyone on search mod... like metal gear solid would do.

DarthDie
05-23-2007, 01:43 PM
Ok...but only if they dont see you already right? But good idea...on todo list

Wytchking
05-23-2007, 03:39 PM
DarthDie, is there any chance you could improve the AI of the bots as well while your improving the NPCs

DarthDie
05-23-2007, 03:57 PM
The NPC's and bots are 2 different things...so no not while improving the NPCS.

razorace
05-23-2007, 05:58 PM
DarthDie, is there any chance you could improve the AI of the bots as well while your improving the NPCs
What kind of improvements?

*The bots are more my department :)

Wytchking
05-24-2007, 01:25 PM
What kind of improvements?

Currently the bots constantly attack fake (I think thats right) and never kick
Never use guns or force powers (as I have already said in a different thread)
and their bot routing is fairly pathetic and very predictable with with the bots using only a few of the many routes through even the basic maps (though I was going to try and help correct that over my half term in a couple of days if my laptop holds together long enough)

As for futher ideas for the NPCs perhaps make some of the bounty hunter NPCs, for example, have a chance of running wjen you draw your lightsaber (alluding back to Kyle's comments in your initial force training)

DarthDie
05-24-2007, 01:45 PM
Not a bad idea...i'll need to check out the bounty hunter NPC(s) first though.

madcatmach2
05-24-2007, 04:24 PM
bot routing is fairly pathetic and very predictable with with the bots using only a few of the many routes through even the basic maps
unfortinitly this has nothing to do with the bots but entirely with the map

Maxstate
05-24-2007, 05:48 PM
Indeed. ^^^^^

razorace
05-24-2007, 07:14 PM
Currently the bots constantly attack fake (I think thats right) and never kick
They will randomly attack fake, but they don't kick. Request that in a bug ticket.
Never use guns or force powers (as I have already said in a different thread)
I've fixed the guns problem and I believe there's a bug ticket about the force power useage. Maybe double-check. The problem is that I don't know what sort of logic should be used for the Force Powers. I mean, the bot can't just use them constantly. :)
and their bot routing is fairly pathetic and very predictable with with the bots using only a few of the many routes through even the basic maps (though I was going to try and help correct that over my half term in a couple of days if my laptop holds together long enough)
The quality of the bot routes translates directly to the quality of bot navigation. Are you speaking in general in maps that have already been waypointed by OJP or on custom maps?

JRHockney*
05-25-2007, 06:16 PM
LIVE FROM BELLEVUE, WA! :p

They will randomly attack fake, but they don't kick. Request that in a bug ticket.

I think they should only RARELY kick randomly and more often but still randomly kick when they sense a heavybounce. Same with forcepowers.