Difference between revisions of "NPC Scripting"
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Line 3: | Line 3: | ||
<uml> | <uml> | ||
->NPC: Perception(Damage) | ->NPC: Perception(Damage) | ||
activate NPC | |||
NPC -> NPC: Should I React(Yes) | NPC -> NPC: Should I React(Yes) | ||
NPC -> Behavior | 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> | </uml> | ||
Revision as of 14:51, 23 December 2011
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.