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Jihgfed Pumpkinhead
Stephen Hawking


Joined: 21 Jan 2003
Posts: 259
Location: Toronto, Canada

PostPosted: Sun Jul 13, 2003 2:24 am    Post subject: NPC and Map Scripting [quote]

If you've got a fair-sized world, with lots (let's say 70 "fully-featured", or interesting) NPCs who change what they say and do based on events quite a bit, what would be the best way of handling their scripting? Have it part of the map, or have the NPCs "carry it around with them"?

Well, I know there is no best way, but what are thoughts on this subject?

Assume that the NPC can interact with the map, but also move around to other maps while retaining much (though not all) of the same behaviour.
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Rainer Deyke
Demon Hunter


Joined: 05 Jun 2002
Posts: 672

PostPosted: Sun Jul 13, 2003 4:14 am    Post subject: [quote]

Definitely attach the scripts to the npcs, not the map.
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Mon Jul 14, 2003 11:02 pm    Post subject: [quote]

While a map script may help with global placing of NPCs or moving the ones that are far away in a relatively decent/natural way, I would certainly want to script their direct behaviour and moving about with scripts geared specifically to them, interacting with their surroundings. Using an object oriented approach to define general and specific behaviours.

The only reason I mentioned a different method for the NPCs that are far away is for optimization. If you AI is cpu intensive it might be a good idea to only use it fully for NPCs that are close (ie. visible or on the same map) to the player.
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