Page 1 of 2
More Control Over NPC's
Posted: Wed Feb 10, 2010 11:03 pm
by Simus Cnydaria
Sorry, I know my suggestions have been NPC themed recently, but I think this is an important one. How many times have we spawned npcs and had them attack the wrong person?
We have an npc follow command. Why not an npc attack command? Same concept, but with different results (npc attack simus name). Then the npc would attack only that person
Posted: Thu Feb 11, 2010 12:17 am
by Atrux Nuro
I support this.
Posted: Thu Feb 11, 2010 12:23 am
by Delmi N'jork
As do I.
Posted: Thu Feb 11, 2010 8:45 am
by Jhas Dawn
/support
Add in an ability to target specific people with a high push level alongside this, and spectators won't be constantly thrown off their seats with blaster fire and OMFG super push.
Posted: Thu Feb 11, 2010 10:48 am
by Ametha Tasia
I support this too. Blaster NPCs are a nightmare...
Posted: Thu Feb 11, 2010 12:03 pm
by Nira'kalen'nuruodo
We can already specificy the team (player, enemy, red, blue, etc.) when spawning NPCs, so another useful command/set of commands would be the ability to set the team of players. The Knight+ running the exercise would set the participants to "enemy", so any armed NPCs required could be set to the "player" team and would only attack the participants.
Posted: Thu Feb 11, 2010 1:13 pm
by Aknaross Myotis
I believe all suggestions are converging to some point. Expand NPCs commands.
In terms of team I think it should be added the team of Neutral, cuz sometimes you want to spawn a NPC with another SKIN.. and then you have to set it or BLUE or RED. (as far I know, we only can spawn from either teams)
Another command would be nice to set NPCs into hologram, that could bring interesting results such as the NPC is not a Holoprogram or droid, but real life person speaking to us through holoprojection.
Plus to the previous, would be nice to have some sort of say_team_mode NPC... which you'd set to speak in the voice of a specific NPC... or the command could be morelike: npc say <name | number> <message | me>
For final and for classes purposes, that could be a way to set players in team, red or blue, to get NPCs teamed attacking them properly. Or even run simulations where a group of students has a backup force, without changing servers or game mode.
Comments, doubts and suggestion... be my guest.
Posted: Thu Feb 11, 2010 1:20 pm
by Delmi N'jork
I really like all of those ideas, Aknaross. Good thinking.
Posted: Thu Feb 11, 2010 1:45 pm
by Aslyn Denethorn
Aknaross - there are THREE NPC spawn groups, as far as I recall: Red, which is an enemy, blue, which is an ally, and Free, which is what we actually use. If you use your /rpspawnpoint command, you'll probably have come across that one before.
And we can use TFFA and Siege mode to have times where NPCs go for players of a particular team (red or blue). That said, if we categorised everybody by team when entering (so, say, everybody is automatically blue team when joining), then perhaps we could use a side-along command to switch someone to red without having to spec them first or have their location change to a red spawnpoint, as would be true in TFFA/Siege. Might make that easier.
EDIT: Double-checked the NPC spawn command, and the third 'team' is '0' or 'default' - \npc spawn <type> <name> 0. That sets it to (as described in the notes) to the NPC's predetermined team/aggro settings (Luke is friendly, Desann is hostile etc).
Posted: Thu Feb 11, 2010 2:08 pm
by Ametha Tasia
I believe aknaross knows that there are three of those, what he wanted is another that is set to neutral i.e. the ones that won't get attacked, I think.
Posted: Thu Feb 11, 2010 2:08 pm
by Aslyn Denethorn
Which is what I thought the third might do. Turns out it doesn't, so sure.
Posted: Thu Feb 11, 2010 4:42 pm
by Simus Cnydaria
Nira'kalen'nuruodo wrote:We can already specificy the team (player, enemy, red, blue, etc.) when spawning NPCs, so another useful command/set of commands would be the ability to set the team of players. The Knight+ running the exercise would set the participants to "enemy", so any armed NPCs required could be set to the "player" team and would only attack the participants.
I do realize this, so let me be more specific of my problem and what I had in mind. It is frustrating when you are trying to set up an exercise for a student, and the npc only blasts you or decides it likes someone else in the room. Getting the right person to hit it sometimes and sometimes does not work, and some npcs will sit there idly even if you put them on the red team. So I think if we had a specific npc attack player command it might alleviate some of these problems.
We have our little tricks to get these things to work, I jsut think a command would make it easier.
Posted: Thu Feb 11, 2010 5:29 pm
by Nira'kalen'nuruodo
I was merely suggesting a further addition to our suite of NPC-related commands to help alleviate the problem. You can control NPC teams, but at the moment you can't control
player teams, which is what I was proposing. I realise I might have been a little unclear.

Posted: Thu Feb 11, 2010 10:38 pm
by Simus Cnydaria
ah. Ok. That makes more sense. I like that actually
Posted: Fri Feb 12, 2010 12:55 am
by Silas Ortisman
Support.