NPC Character behaviour, scripting etc.

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Rodinius
Posts: 30
Joined: Fri Apr 27, 2007 1:11 pm

NPC Character behaviour, scripting etc.

Post by Rodinius »

hi guys, I was just sending out this thread to ask a few questions.

1) How can you define scripting to create an NPC behaviour (in simple ways if possible and maybe some examples :) )

2) How to create mission level/ state changes within an NPC????

I hope this doesnt sound like stupid questions, but much appreciated if you could reply. Thanks.
scar3crow
InsideQC Staff
Posts: 1054
Joined: Tue Jan 18, 2005 8:54 pm
Location: Alabama

Post by scar3crow »

NPCs are essentially monsters that don't hate you =)

Create an entity for the npc, give him health, a model, define the bounding box, solid type, movetype if applicable, and then decide upon interaction (does he stand there, does he roam, does he make sounds, does he initiate conversation, can you initiate conversation with him?)

In short, QuakeC can easily make NPCs, and theoretically they could even send you on quests or such. Not 100% what more you were asking, but hey, I'm not even a coder.
Teiman
Posts: 311
Joined: Sun Jun 03, 2007 9:39 am

Post by Teiman »

scar3crow wrote:NPCs are essentially monsters that don't hate you =).
Or that the missile attack is to bprint "Hi!", and the melee one. "Gimme money, please" or whatever.
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