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English Npc behaviours

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old Npc behaviours

The mad man
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Is it possible to make your own Npc behaviors?
And how do you do it?

I think If you did a large script you could pull it off but i was wondering if there is an easier way.

Thanks
Mad out

old Re: Npc behaviours

Cryp18Struct
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Theese "behaviours" are hardcoded, so you can not change or add anything.
But it is possible change how a unit behaves with s2 script, e.g. the aggressive natives in the s2ext mod.

old Re: Npc behaviours

DontKnowToScript
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you mean this?
attack you (melee)=predator/raptor
attack you (afar)=standandshoot
fly=bird
bird flies low=lowbird
bird flies high=highbird
bird that can also go on ground=landskybird
attacks you (bird)=killerbird
fish=fish
fish that swims circles=circlingfish
fish that lives at bottom=deepseafish
animal=animal (does not do anything,just animal)
goes on sideways=crab
fish that attacks=predatorfish
insect that flies=flyinginsect
insect=insect
lives both on ground and water=amphibian
monkey=monkey
runs away from you=shy
raft (ship)=watercraft
stands=idle
stands and turns to you=idleturn
snaps you but stays in place=standandsnap
can fly with you=aircraft
eats targets with behaviour "plague_target"=plague
can drive it=vehicle (needs a ride script)
so,thats only the unit behaviours.

old Re: Npc behaviours

HudaJan
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But still, you can assign none of the behaviours and "made up" your own by script it step by step. I'm not sure, but I think it should be pretty difficult...

old Re: Npc behaviours

DC
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yah it is possible to combine an existing behaviour with scripts in order to change the actual behaviour a bit

use commands like s2 cmd ai_mode "self", ... and s2 cmd ai_center in combination with timers or events for that.

I realized the "Transport Monkey" (which follows you) this way.
edited 1×, last 19.11.08 05:40:15 pm
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