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Old 05-22-2007, 03:07 PM   #1
DarthDie
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NPC Idea Thread

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.


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Old 05-22-2007, 03:33 PM   #2
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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.

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Old 05-22-2007, 03:38 PM   #3
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Perhaps make them work better in squads or teams with proper formations
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Old 05-22-2007, 03:44 PM   #4
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@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)


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Old 05-22-2007, 05:55 PM   #5
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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.


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Old 05-22-2007, 06:07 PM   #6
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idea

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.
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Old 05-22-2007, 06:18 PM   #7
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Hmm..dunno what do you guys think? I think it sounds fun *Evil smilie here*.


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Old 05-22-2007, 08:00 PM   #8
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DD, That would involve altering the NPC_touch (or touch_NPC) function.


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Old 05-22-2007, 08:03 PM   #9
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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.


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Old 05-22-2007, 08:41 PM   #10
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Yeah, touch is only called it the players actually touched each other


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Old 05-22-2007, 09:41 PM   #11
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Anybody know anything about Navigation routing?


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Old 05-23-2007, 02:17 AM   #12
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We would need the new Force speed though, I'm not gonna use it just to know them down

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Old 05-23-2007, 06:06 AM   #13
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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.
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Old 05-23-2007, 08:43 AM   #14
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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.


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Old 05-23-2007, 12:37 PM   #15
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idea

what about some better hand to hand combat syles? like kicks and flips?
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Old 05-23-2007, 12:41 PM   #16
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?You mean make stormtroopers be able todo melee?


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Old 05-23-2007, 12:50 PM   #17
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How about making them seek cover when they have low health and perhaps make them search for you if they see a dead body.
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Old 05-23-2007, 12:54 PM   #18
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First one...good idea i'll put it on my todo list...second one, I dont understand.


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Old 05-23-2007, 01:42 PM   #19
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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.
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Old 05-23-2007, 01:43 PM   #20
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Ok...but only if they dont see you already right? But good idea...on todo list


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Old 05-23-2007, 03:39 PM   #21
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DarthDie, is there any chance you could improve the AI of the bots as well while your improving the NPCs
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Old 05-23-2007, 03:57 PM   #22
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The NPC's and bots are 2 different things...so no not while improving the NPCS.


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Old 05-23-2007, 05:58 PM   #23
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Quote:
Originally Posted by Wytchking
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


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Old 05-24-2007, 01:25 PM   #24
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Quote:
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)
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Old 05-24-2007, 01:45 PM   #25
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Not a bad idea...i'll need to check out the bounty hunter NPC(s) first though.


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Old 05-24-2007, 04:24 PM   #26
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Quote:
Originally Posted by Wytchking
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

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Old 05-24-2007, 05:48 PM   #27
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Indeed. ^^^^^

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Old 05-24-2007, 07:14 PM   #28
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Quote:
Originally Posted by Wytchking
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.
Quote:
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.
Quote:
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?


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Old 05-25-2007, 06:16 PM   #29
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Quote:
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.


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