Kamakazi Posted July 5, 2009 Author Share Posted July 5, 2009 Is there a way to make npc's run, but only certain ones? I'm not sure if this question belongs in scripting or not.EDIT: Decided to ask this another way… How would I go about changing movement speed for NPC's and PC's? That way, I can just turn run mode off, and still get what I'm attempting to accomplish. Link to comment Share on other sites More sharing options...
IceCream Tuesday Posted July 5, 2009 Share Posted July 5, 2009 Most likely Source Edit. Link to comment Share on other sites More sharing options...
goku1993 Posted July 5, 2009 Share Posted July 5, 2009 check out the run code for players then make it work with npcs , that shoudn't be too hard i ll check it out later if i have time Link to comment Share on other sites More sharing options...
Admiral Refuge Posted July 5, 2009 Share Posted July 5, 2009 If you want the NPCs to simply move faster, can't you change that in the Declarations? Link to comment Share on other sites More sharing options...
Kamakazi Posted July 5, 2009 Author Share Posted July 5, 2009 I tried changing Walk_Speed in "ModConstants" but it makes my chars freeze up and continue in one straight line. And I have no other edits made to the source code, yet. I'm using version 2.8. Link to comment Share on other sites More sharing options...
Joyce Posted July 5, 2009 Share Posted July 5, 2009 That bug has been around since the original Eclipse… I've never found a fix for it, you could however speed up the FPS(Frames Per Second)... That also increases movement speed ;) Only downside is that slower CPU's can't keep up with this tickcount change and will make it crash. Link to comment Share on other sites More sharing options...
Kamakazi Posted July 5, 2009 Author Share Posted July 5, 2009 Cool. So how do I change the FPS? And by "slower computers" what are we talkin about here… Link to comment Share on other sites More sharing options...
Joyce Posted July 6, 2009 Share Posted July 6, 2009 In ModGameLogic, there's a few lines that say:```'lock FPSDo While GetTickCount < Tick + XX[[/code]See the XX? I'm not sure what the original number is, I've got it set to 20 :P That makes it run a lot smoother and faster. And by slower PC's I meant this old ones that can barely run XP.``` Link to comment Share on other sites More sharing options...
Kamakazi Posted July 6, 2009 Author Share Posted July 6, 2009 Thanks! I'm at work atm, but I'll try it when I get home. Link to comment Share on other sites More sharing options...
KrakaKrucifix Posted July 13, 2009 Share Posted July 13, 2009 @Silvh:> That bug has been around since the original Eclipse… I've never found a fix for it, you could however speed up the FPS(Frames Per Second)... That also increases movement speed ;) Only downside is that slower CPU's can't keep up with this tickcount change and will make it crash.Won't that increase both the players movement speeds and the npcs? If so, is there a way just to increase the NPCs? Link to comment Share on other sites More sharing options...
Joyce Posted July 13, 2009 Share Posted July 13, 2009 It would actually, but yeah… At least the NPC's wont stand still for aaaages anymore, I did this in my engine and this was the result(Video from Elements Online):http://www.youtube.com/watch?v=Q-VIG9oppG4&feature=player_embeddedNot a massive difference, but everything does run smoother.You could also find the NPC move timer(s) though, and modify their intervals... But my way makes the entire game run smoother. ;) Link to comment Share on other sites More sharing options...
KrakaKrucifix Posted July 13, 2009 Share Posted July 13, 2009 Yeah, I'm fine with making the game run smoother but my personal problem was the delay in monsters running after people who are attacking from range. I wanted to speed up the arrows (i've figured out how to do this) to make it more viable in PvP but that made it even easier for people leveling up using ranged means. I'll check out the npc move timers, if I can find them. Thanks. Link to comment Share on other sites More sharing options...
Joyce Posted July 13, 2009 Share Posted July 13, 2009 You could always make it even different, like… When the NPC has a target(meaning it's attacking a player) make the movement timer end faster, thus it will create the idea of the NPC's 'running' after the player because it's "just so freakin pissed off". :P Link to comment Share on other sites More sharing options...
Kamakazi Posted July 13, 2009 Author Share Posted July 13, 2009 anybody know where this timer is in the source? id love for the npc's to have no wait time between moving, or very little… Link to comment Share on other sites More sharing options...
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