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    | Jihgfed Pumpkinhead Stephen Hawking
 
  
 Joined: 21 Jan 2003
 Posts: 259
 Location: Toronto, Canada
 
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          |  Posted: Sun Jul 13, 2003 2:24 am    Post subject: NPC and Map Scripting | [quote] |  
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          | 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
 
 
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          |  Posted: Sun Jul 13, 2003 4:14 am    Post subject: | [quote] |  
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          | 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
 
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          |  Posted: Mon Jul 14, 2003 11:02 pm    Post subject: | [quote] |  
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          | 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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