No, a sequence is not a combination of rewards. A sequence represents some kind of animation. One of the rewards that you can have in response to a trigger is to fire off a sequence. Such a sequence can be to open a door. You don't want the door to go open in one frame. You want to open it slowly. For that you use a sequence. The quest system is integrated with this sequence system so that you can also have triggers that fire when a sequence has finished executing. Example:
- Initial state: door is closed. Trigger waits for player to click on the door with the mouse. - The player clicks on the door and the trigger fires. There are two rewards that are executed: - The first reward fires off the sequence to animate the opening of the door. - The second reward switches the quest to the state 'opening'. - The state 'opening' has a single trigger. It is a trigger that waits until the door has finished opening (i.e. until the sequence is done). The reward for this trigger is to go to the 'open' state. - The sequence is finished and thus the trigger fires. And so the quest goes into the 'open' state. - In the 'open' state the quest can again listen for the mouse clicks so that the door can close again. This is a basic example. Greetings, On Tue, Mar 31, 2009 at 12:32 PM, <smd...@student.cs.york.ac.uk> wrote: > Thank you for the link Pablo, there are some interesting problems in there > that I could attempt to fix as part of a refactor of quest. I like your > idea of using a behaviour tree implementation as a focus for the project > and a reason for the refactor. > > One question, however, in your other email you mentioned the interpolation > system of Quest. What is this? I do not recall mention of this anywhere. > > And also as you seem familiar with the Quest system could you explain the > sequence rewards? It seems to me that they are simply a combination of > rewards performed sequentially but from the last reading it seems implied > that one can apply several rewards to one trigger and therefore the > sequence seems redundant. > > In light of these suggestions the new proposal for the 2nd project would be: > > -Quest Refactor > ** Freeing the triggers & rewards from within Quest so that access to them > is available throughout CEL. > ** Standardise the Quest, Trigger and Reward properties so that they can > access constraints, property values and message each other (Fixing the > last three problems on https://b2cs.delcorp.org/dev/wiki/QuestEditorNG) > ** Allow for nesting FSMs > ** Example Program / Tutorial > > -Behaviour Tree Implementation > ** Implementation > ** Documentation > ** Example Program / Tutorial > > As always thank you for your time, > Sam. > >> smd...@student.cs.york.ac.uk wrote: >>> >>> To anyone else still reading, could you please post any interest in >>> either >>> of the following projects: >>> >>> 1.) Pathfinding And Steering >>> -Move the current A* implementation to a HPA* implementation to improve >>> performance >>> -Fully implementing the steering examples from Craig Reynolds work >>> -Improving the interaction between steering and nav-meshes to provide >>> usable performance >>> >>> 2.) Refactoring Quest >>> -Standardise the quest system to fit the current standards for property >>> classes. >>> -Allow for nesting FSMs, direct linking of CEL properties to Quest >>> properties >>> -Freeing the triggers from within Quest so that access to them is >>> available throughout CEL where they may find other uses in future >>> expanisions (I.e Behaviour Trees.) >>> -Explore the potential of inspiration from the UML techniques >>> highlighted >>> by Pablo >>> >>> >> >> They both sound good to me. I do think that the second approach can be >> put together with the behaviour tree implementation though, as it should >> be trivial given the quest has been refactored, it would be the proof >> that it actually works and give focus (but i might be overly optimistic, >> so feel free to ignore the suggestion :)). >> >> With the proposals as they are, i would probably favour 1) by heart, >> because it would be just so nice to have the steering examples >> implemented, plus the perfomance issues solved. If the second proposal >> was to include behaviour trees, and some interesting examples, i would >> have a much more difficult time choosing though. >> >>> And as I am trying to expand my knowledge of the existing quest system, >>> could anyone point me in the direction of documentation regarding this >>> that I may have missed. I have already read the CEL User documentation, >>> browsed the source code and the CEL diagram that I found very useful >>> inside the Developers Whiteboard. >>> >> >> >> A document about current quest editor in b2cs, how it relates to >> traditional fsm and some problems. >> >> https://b2cs.delcorp.org/dev/wiki/QuestEditorNG >> >> Also, its important to know the message system and component systems >> where refactored, to merge property classes with behaviours (not sure it >> is evident), so for example, the red elements in the cel diagram, are >> basically gone (they are still there for backwards compatibility -there >> are a lot of legacy behaviours out there-, but no other reason to use >> them). >> >> >> Greetings >> >> Pablo >> >> >> >> ------------------------------------------------------------------------------ >> _______________________________________________ >> Cel-main mailing list >> Cel-main@lists.sourceforge.net >> https://lists.sourceforge.net/lists/listinfo/cel-main >> > > > > ------------------------------------------------------------------------------ > _______________________________________________ > Cel-main mailing list > Cel-main@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/cel-main > -- Project Manager of Crystal Space (http://www.crystalspace3d.org) and CEL (http://cel.crystalspace3d.org) Support Crystal Space. Donate at https://sourceforge.net/donate/index.php?group_id=649 Personal page: http://users.telenet.be/jorritTyberghein/ ------------------------------------------------------------------------------ _______________________________________________ Cel-main mailing list Cel-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/cel-main