Difference between revisions of "NPC Scripting"
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NPCs are scripted where the main elements are perceptions that represents events in the soundings of the NPC. The NPC has a set of reactions that decide if the NPC will react to a perception. The reaction that start a behavior that is a set of operations the NPC will perform. Some NPCs work together in tribes, see [[Tribe Scripting]] for details. | |||
<uml> | |||
->NPC: Perception(Damage) | |||
activate NPC | |||
NPC -> NPC: Should I React(Yes) | |||
NPC -> Behavior_Fight : Activate (Behavior Fight) | |||
activate Behavior_Fight | |||
deactivate NPC | |||
Behavior_Fight->Behavior_Fight :Locate target | |||
Behavior_Fight->Behavior_Fight :Attack Back | |||
deactivate Behavior_Fight | |||
</uml> | |||
== Table of Contents == | |||
[[SuperClient Overview]] | |||
[[Network Protocol Concepts]] | |||
[[NPC Types]] | |||
[[Behavior Operations]] | |||
[[Behaviors and Reactions]] | |||
[[NPC Variables]] | |||
[[NPC Behavior Data Structures]] | |||
[[Category:Engine documents]] [[Category:NPCClient Design]] [[Category:NPCClient Scripting]] |
Revision as of 23:16, 25 December 2013
NPCs are scripted where the main elements are perceptions that represents events in the soundings of the NPC. The NPC has a set of reactions that decide if the NPC will react to a perception. The reaction that start a behavior that is a set of operations the NPC will perform. Some NPCs work together in tribes, see Tribe Scripting for details.