Sweet deal. I see what you mean. I'll try to convert the kitty over. I will be out for most of the weekend. I'm going to magic mountain and hopefully comic-con on Sunday On Fri, Jul 24, 2009 at 11:01 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > In fact, depending on how things go, we might make the state logic stuff be > built into mobs so you can easily define states and requirements for them > being able to enter different states and the game engine handles all that > stuff under the hood, and just calls the mob functions defined. > > not sure yet though since we are still just playin around with that stuff > obviously hehe :P > On Fri, Jul 24, 2009 at 10:59 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > >> hey kent >> >> you can do it however you want but you should seriously consider doing >> state based logic. >> >> ie have a "CurrentState" variable to keep track of the current state, and >> in your tick do seperate logic based on what CurrentState is. >> >> the logic might work like this (for example) >> >> ==Wander (starting behavior)== >> >> Walk in a direction for 0.5 to 2 seconds. >> If near the player during any of this time, have a 25% chance to enter >> MeowLook state >> if near another cat during any of this time, have a 25% chance to enter >> the Playing state >> if you reach the end of the wander timer, there is a 33% chance to enter >> the Cleaning state, else start the Wander state again >> >> ==MeowLook== >> >> Orient the cat towards the player, play the animation of the cat sitting >> down and meowing. play mew sound effect at correct position in animation >> >> After animation is finished, enter the wander state >> >> ==Playing== >> >> for 1-3 seconds, face the other cat and hop around. When finished, enter >> the wander state. >> >> ==Cleaning== >> >> Play the animation of the cat getting ready to start cleaning itself. For >> 5-10 seconds, play the cat cleaning itself animation. >> >> When done, enter the wander state >> >> =================================== >> >> see how that works? >> >> it's a pretty simple state machine but thats how basically i envision our >> NPCs and other AI working. >> >> With AI they might have their own variables (such as how afraid, how >> confident, how drunk etc they are) and those will influence what states they >> can or can't enter or how often they enter them, but the above shows the >> basic idea. >> >> On Fri, Jul 24, 2009 at 10:44 AM, Apache User < >> dhapache@xxxxxxxxxxxxxxxxxxx> wrote: >> >>> User:korgath >>> >>> Message: updated kitties. they now run away slower. they now walk around >>> a little slower too. the kitties now only face the player when hes close. >>> otherwise they sort of look wherever. >>> >>> I plan on updating them to face the direction they are walking and maybe >>> having them pause so they dont wander all the time >>> >>> Alan - I increased the play range to show you what I'm talking about >>> sometimes the kitties dont bounce with each other. >>> >>> <Files Changed> >>> U Scripts/Enemies/kitty.lua >>> U Scripts/Personal/Kent/kenttest.lua >>> >>> >>> >> >