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Old 10-16-2005, 01:53 AM   #1
monsoontide
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Question NPC Behavious?

In the entity definition for spawning NPC's, it says:

"These strings can be used to activate behaviors instead of scripts - these are checked first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals "


What are the KEY/VALUE settings to get these to actually work?
(I know it should be KEY: spawnscript, but what's the value? Is it VALUE: medic, VALUE: medic - 15, VALUE: 15???)
And is there anything else you need to do?
Hell! are these even implemented in JKA?

Thanks
Monsoontide


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Last edited by monsoontide; 10-16-2005 at 02:12 AM. Reason: Further explanation
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Old 10-16-2005, 10:04 AM   #2
riceplant
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I presume you have already tried a few obvious ones, like "medic" and "15"? If not, try them out and come back. If so, and it didn't work, try making a few scripts to set behaviours instead (don't ask how to make scripts, it's already covered extensively in other threads).
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Old 10-16-2005, 02:54 PM   #3
monsoontide
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I've already done NPC scripting in another map, I was just curious if anyone has managed to get these "default" behaviours to work and if so how?
Heck, the way it's worded ("These STRINGS can be used to activate behaviors instead of scripts , I think you may have to use the whole thing"), makes me think you have to use the WHOLE thing i.e. KEY: Usescript, VALUE: walk - 3: Crouch-Walk toward their goals!!!


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Old 10-16-2005, 10:11 PM   #4
shukrallah
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Medic? Intersting... I presume this doesn't work? Or do they really heal the guy?

Just try a 1 for the value...
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Old 10-17-2005, 03:38 AM   #5
lassev
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I suppose it should be easy enough to test in a test map. Place there a good amount of NPCs with different kinds of entries. See which one works. Choose such an entry that it would be easy to recognize if it works or not.


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Old 10-17-2005, 05:03 AM   #6
monsoontide
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That is my plan, I just thought I'd ask first and see if anyone else has tried it / had success with it!

Will let you know if I make any progress!


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Old 10-18-2005, 08:01 AM   #7
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Obviously, don't use number 1. I'm not sure what you're thinking, lukeskywalker1, you wouldn't know whether it worked or not.
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Old 10-18-2005, 03:15 PM   #8
monsoontide
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Nah... no luck.
I get the feeling these were for scripts included with Quake 3 or Star Trek: Elite Force.
Since I don't have either of these games installed I can't check.

So it back to making them (the scripts) myself or using the JK:JA ones. LOL


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Old 10-18-2005, 10:28 PM   #9
shukrallah
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I was more or less thinking 1 = on 0 = off... but whatever. Sorry to waste your time :-\

To be honest, its probably best to do this in ICARUS... at least you know that those commands work (the ones listed in ICARUS)
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