Path: chuka.playstation.co.uk!news From: yaroze@theburrow.co.uk (Barry & Robert Swan) Newsgroups: scee.yaroze.freetalk.english Subject: Re: NPC Scripting, Re: An adventure project Date: Tue, 08 Jun 1999 22:42:33 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 27 Message-ID: <375d9aac.2850158@www.netyaroze-europe.com> References: <3759079a.1869875@www.netyaroze-europe.com> <375C61CE.2183A46D@boone.net> <375C6435.6F43E4B4@boone.net> NNTP-Posting-Host: pCEs09a01.client.global.net.uk X-Newsreader: Forte Free Agent 1.11/32.235 yes, that sounds like part of what I was thinking. Having said that, Ive done a similar system (not using messaging between events though) for the commercial game Im working on. The event based system has to be able to cope with absolutely anything that can happen, so a bit of research has to be in order, (ie, events only trigger if a certain time is reached, player has X money so forth)) before settling on a system. (Does anyone remember ZZT?) Scripting works well for reactions to the player to give relatively complex behaviour, but Im looking for something else to complement it which will allow for non scripted automatic behaviour. Ie, in a crowd, not having to script every NPC to create an interesting 'milling' effect. And also just for things such as NPCs tending to dissappear (ostensibly going home (nice word)) at night time etc, etc. This is BIG area - one company is promoting its crowd scene behaviour as middleware for next gen PS (called 'Rampage' i think). Anything remotely close would be fine. anyway, I have to think about that one. I dont think I need to look at any source at the moment because a) Im not completely sure what I want and b) I havent got time for a few weeks (a little thing called work and moving house), but then it will be ACE, to quote the Quake 2 players at work. ahem, cheers, Robert