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. | 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> | <uml> | ||
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deactivate Behavior_Fight | deactivate Behavior_Fight | ||
</uml> | </uml> | ||
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[[Behaviors and Reactions]] | [[Behaviors and Reactions]] | ||
[[NPC Variables]] | |||
[[NPC Behavior Data Structures]] | [[NPC Behavior Data Structures]] | ||
[[Category:Engine documents]] [[Category:NPCClient Design]] | [[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.