Help me improve OL's coop npc behaviour -1 reply

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greysoup

koff

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28th August 2008

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#1 10 years ago

Hi all,

I've been looking through the OL actor_need_help.script file in an effort to squash some 'annoyances', like the fact that your 'helpers' sprint toward you when you go too far away, even in combat!

I'm just wondering if there's anyone with exceptional scripting skillz, who can give me some pointers, seeing as the comments are in Russian? :)




Guest

I didn't make it!

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#2 10 years ago

Most of its problems related to the engine specification and limits. I don't think it's possible to fix, I've invested a hugeload of work into it.




greysoup

koff

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28th August 2008

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15 Posts

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#3 10 years ago

I'm trying to modify the script so that it checks whether the NPC in question is in a firefight, and act accordingly.

For example, if the NPC is not in a battle, then the script will reduce the max distance the NPC is allowed to be away from the player, so they follow the player closely. On the other hand, if the NPC is in combat, the script should increase the distance allowed from the player, so that the NPC doesn't rush back to the player as their AI programming takes over for the battle.

The problem I've having is that it appears that the script can't effectively tell whether the NPC is in combat or not. I've tried to do this by using if self.st.combat_type~=nil but I don't think it's working... :confused: