On 1 July 2010 14:26, Ralph Versteegen <[email protected]> wrote:
> On 01/07/2010, James Paige <[email protected]> wrote:
>> On Wed, Jun 30, 2010 at 01:58:44PM +1200, Ralph Versteegen wrote:
>>> I was recently helping Jeremy with a script which walks NPCs through a
>>> step-on NPC. which required tags to temporarily remove that NPC.
>>>
>>> It seems obvious that we need a simple way to allow NPCs to walk over
>>> step-on activated NPCs. A simple "does not obstruct other NPCs" bit
>>> would be easy. But then I wondered whether this bit could be
>>> generalised. What if you want any NPC to be able to walk over NPC ID
>>> 1, but only NPC ID 4 to be able to walk through NPC ID 2? Or perhaps
>>> you want to limit an NPC's movement by boxing it in with step ons, but
>>> allowing other NPCs to wander through.
>>>
>>> We could come up with something similar to vehicle passability options
>>> (except actually working, of course :). Does anyone have any ideas for
>>> a good balance between flexibility and simplicity?
>>
>> I think I would prefer a simple "does not obstruct other NPCs" bit. That
>> will be intuitive, and it will cover the most common use cases.
>
> Hmm, Jeremy wasn't keen on anything more complex either...
>
> OK, new suggestion, give each NPC 3 bits:
> -does not obstruct, and not obstructed by other NPCs or heroes
> -not obstructed by walls

Of course, that's not a new suggestion at all. I just forgot to reword
after I removed my 3rd proposed bit.

> I wanted to add commands to suspend an individual NPC, and to suspend
> obstruction or walls for that NPC, so this would just add bits to NPC
> definitions to correspond to bits on NPC instances.
>
> (Notice we could add a "does not obstruct heroes" bit, and
> automatically set it if the activation type is step-on, but I can't
> think of any use for it)
>
>> If we want more detailed NPC collision control than that, then we might
>> want to have an if-npc-collides plotscript trigger, that would return
>> true if the collision should obstruct, and false if it should not.
>
> Oh! I totally forgot about these kinds of scripts, which will not be
> allowed to wait. Seems the Multitasking Plan is still incomplete...
>
>> ---
>> James
>
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