• Register

A Collection of Monkeys is a group built of various players of The Universal's community. We are comprised of 3D Modelers, 2D Artists, Texture Artists, Programmers C#/C++, Scripters, Audio & Music, World Developers, and various other content contributors; and are in no way officially affiliated with Games for May the Official Developers of their title The Universal. We just love making stuff for the community as part of the community. We're monkeys, hooked on cigars and whiskey. Cards are possible too. If you think you'd like to join our ranks, we encourage you to apply.

Forum Thread
  Posts  
Suburbia (Company : A Collection of Monkeys : Forum : Terraformology : Suburbia) Post Reply
Thread Options
Feb 13 2012 Anchor

Planet Name: Suburbia

Style: Survival Horror themed RPG

Historical Setting: Modern

Landscape Theme: flat ground, abandoned suburban city

Vehicles: walking, 5 vehicles. all with upgradable weapons

Script Usage: Heavy.

About: Thought of making this world shortly after planning out how Tower of Terror would be run. This world is basically a followup to Tower of Terror and most of the models and scripts used in ToT will also be used on this world. A possible storyline for it's origin is that the quarantine of the tower on ToT failed causing the city to become infected and as a result the city was quarantined. The tower from the ToT world will be in the center of Suburbia, but how much will be accessible is still undecided. At a minimum, the first floor will be accessible and be the new player starting position. Gameplay-wise, it will likely be virtually identical to ToT, but with a different setting. Could think of this world being like the beginning of the movie Resident Evil 2, a city surrounded by a giant wall to prevent escape.

Development Status: Not yet in development. the Tower of Terror world needs to be finished before much can be done with this world since it will use a lot of models, textures, and scripts from it

Edited by: zaroba

Trenial
Trenial 3D Modeler/World Developer
Feb 18 2012 Anchor

Has Mit implemented any useful way to set up AI mobs?

--

User Posted Image

Feb 18 2012 Anchor

not specifically that i know of.

but i guess one could:
1. set a few buildings to use humanoid models and build them somewhere to represent a mob
2. set a spawnzone to represent their location (make sure to set up a different spawnzone to use as the new player starting position)
3. use a script that loops constantly for players that are online to check their location to see if they are in the spawnzone

then just make an osd script that can't be escaped out of when the player enters the mobs spawnzone area and provides all the interaction that would occur between the mod and the player. could use the *sethealth command to represent taking damage from fighting them and a var to represent the player dealing damage to the mob.

-or-
1. set a spawnzone to represent a large territory controlled by the mob (make sure to set up a different spawnzone to use as the new player starting position)
2. use a script that loops constantly for players that are online to check their location to see if they are in the spawnzone
3. scatter a few npcs around the territory (optional)
4. make an OSD to represent the interaction between the player and the mob
5. make the looping script provide a % chance of activating the OSD as long as the player is in the territory controlled by the mob

then there would be a random chance of encountering a mob member. this method would easily allow for tossing in a few dozen different 'virtual' mob members for the player to interact with ranging in difficulty and rewards. as above, could use the *sethealth command to represent taking damage from fighting them and a var to represent the player dealing damage to the mob member. to prevent a player from just relogging to avoid the random interaction, each different mob dialog that is in the script could set a playervar to a specific number which a playerlogin script will check and if found, reinitiate the dialog the player was in when they logged off

Trenial
Trenial 3D Modeler/World Developer
Feb 21 2012 Anchor

Ah I see, but I must say, dozens of script tend to eat up performance dont they?

Mar 5 2012 Anchor

it could, yes.

but if the script only runs for people when they are online, then it wont be too many running at once.

Reply to thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.