Urwy Posted May 2, 2012 Author Share Posted May 2, 2012 Hey, a lot of the actual mobs in my game are going to be in dungeons, and I want to keep them out of the hallways, is there any way to restrict where mobs can go? Link to comment Share on other sites More sharing options...
Guest Posted May 2, 2012 Share Posted May 2, 2012 Yes, open map editor go to Attributes and check > NPC avoid and then put on the map where you want Link to comment Share on other sites More sharing options...
Urwy Posted May 2, 2012 Author Share Posted May 2, 2012 Ah yes! I had totally overlooked this. Thank you so much. Link to comment Share on other sites More sharing options...
Snoozey Posted May 2, 2012 Share Posted May 2, 2012 Problem with that is if you have ranged spells you can keep the npcs stuck. They will just stand at the avoid and get hit over and over. Link to comment Share on other sites More sharing options...
Guest Posted May 2, 2012 Share Posted May 2, 2012 @Snoozey:> Problem with that is if you have ranged spells you can keep the npcs stuck. They will just stand at the avoid and get hit over and over.I played mmorpgs where being a mage or archer to be able to do that,that's not so important.That's why they are Mid/Long Range classes Link to comment Share on other sites More sharing options...
Keebler Elf Posted May 2, 2012 Share Posted May 2, 2012 @Snoozey:> Problem with that is if you have ranged spells you can keep the npcs stuck. They will just stand at the avoid and get hit over and over.Add some logic to your npc then. Something like. If you take ranged damage in the same tile more then 3 times in a row without leaving it attempt to move out of the tile. Then make it so they remember not to go back to that tile rate away either. Link to comment Share on other sites More sharing options...
Urumil Posted May 2, 2012 Share Posted May 2, 2012 @Keebler:> Add some logic to your npc then. Something like. If you take ranged damage in the same tile more then 3 times in a row without leaving it attempt to move out of the tile. Then make it so they remember not to go back to that tile rate away either.And how to do that? Link to comment Share on other sites More sharing options...
The New World Posted May 3, 2012 Share Posted May 3, 2012 Well theres many options. First would be creating a unique style of NPC and having it follow a hard coded AI, sort of like what's created with Lightnings boss framework, another option would be to manually code a strict behaviour for hostile npcs.I know that doesn't directly answer the question but Keebler is over-complicating it. You could make it to where if the tile the ranged attack is crossing is an NPC Avoid tile, then it can stop it dead in it's tracks. Or it could be rendered useless after a certain range.It all matters on your game really. If you want a specific option created then it'd be easier for us to support you with that. Link to comment Share on other sites More sharing options...
Guest Posted May 3, 2012 Share Posted May 3, 2012 Why are you still debating this,you will confuse Urwy.Remember Snoozey put the problem,then he should make a topic if he wants answers.Urwy just use npc avoid and that's it,don't worry for what snoozey said, long ranged classes can do that,if you don't want such then better don't make long distance spells,but urwy did not asked this. Link to comment Share on other sites More sharing options...
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