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AI scripting

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  • fuzinavl
    User defined AI Each NPC has her own string variable which indicates the name of the AI script file they use. JIT style scripting language receives a
    Message 1 of 1 , Jul 31, 2005
      User defined AI

      Each NPC has her own "string variable" which indicates the name of the
      AI script file they use.

      JIT style scripting language receives a list/array of local objects:
      Self data: move,direction,HP,MP,Class_ID#
      Map Data,
      NPCs' data: move,direction,HP,MP,Class_ID#
      help! shouts,
      etc.

      The script processes this info and outputs direction, desired
      movement, and desired actions for that character.

      if the script doesn't compile, default walking in circles could be
      used. Seek, Flee, Flock (keep set distance to allies), A* and other
      useful algorithms could be coded in "C" and made available to the AI
      scripts.

      If you have MapLevel events and AI scripts both using the same
      scripting language, you will need to initialize two
      script_core_engines and bind the appropriate functions seperately.
      Can't have players drying out lakes and raining gold piles now!

      AngelScript is easy to integrate & use
      http://www.angelcode.com/
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