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what would you suggest? i've got homing missle style (they home on a person) random (they move randomly), move until you hit a wall, and scripted moving. what more would you people suggest?
Jumping Jahoolipers!
Posts: 843
Threads: 60
Joined: Mar 2003
*looks at what rpg maker can do.
step away from character(opposite of homing)
cycle up down
cycle right left
the rest is already covered + walk until they hit a wall.
Posts: 394
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you two, and the "scripted moving" basically covers everything else
ammit potato!
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yes, that's an idea... make them move in circle and opposite of homing. but is that all?
Jumping Jahoolipers!
Posts: 394
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uhm... no moving at all
run in a straight line outside the current map (provided you don't have a seamless world)
in and out doors
really, the general term "scripted movement" can apply to anything.
ammit potato!
Posts: 1,688
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got no moving. i thought about running in a straight line, but that can be done with a scripted npc very easily, so i'm not going to bother. i'm lazy.
in and out doors, then i'd just turn off the npc so he won't be used. easy.
Jumping Jahoolipers!
Posts: 719
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Joined: Mar 2003
Perhaps an Adaptive routine.....
Based on collision, location, and end move
Code:
O (start location)
-------
A (NPC)
------ --------
O (end location)
[Search path]
O (start location)
|
| -------
\-----\ A (NPC)
------ | --------
\----- O (end location)
[Walk a little]
[Update Search]
O (start location)
|
| -------
\--A--\ (A = NPC)
------ | --------
\----- O (end location)
[Correct Path]
You may want an advanced subroutine..............might b able to wipe one up l8r......
Alex~
Posts: 1,774
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If it isn't an enemy, why not just give them a random target, make them avoid any obstacles along the way, animate an action when they get there (depending on what the target tile is) and choose a new target when the cycle is finished. In my opinion, the scripting would only be for performing a manditory task, after the player has encountered a certain important character... i.e. after you talk to the priest in Zelda, he goes to open the altar, so you can go to the sewer and progress through the game.
Posts: 1,688
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Joined: Jun 2003
i'm making something similiar to that. i for scripting i have:
-destination
-how long to wait once they reach dest.
-frames to cycle through (1-4, 8-9, etc. etc.)
-direction to end up
-next destination
-looping (true or false)
Jumping Jahoolipers!
Posts: 843
Threads: 60
Joined: Mar 2003
in rpg maker, scripting is-
move forward
start jump
face right
move right
end jump
face down
step down
step down
also theres a lot more than just moving and facing and jumping.
and you could choose speed, wether it loops or not, repeat action, ignorre if cant be moved.
btw- barok, nice sig.