Hello again,
I have been on the forums over the last half year or so in various forms seeking guidance, advice, and some times blindly given code for my game. I have worked through problems of varying difficulty and still I need help. I have accomplished my personal goals in reguards to my mining, smelting, crafting, armor, weaponry, and melee combat systems; but now I find myself facing another task, one that begins to add content beyond (I find myself thinking byond everytime this word comes into play) the core features of the game. I know I can manipulate the foundational code behind my crafting systems and adapt them for fishing, alchemy, enchanting, fletching, lumberjacking, carpentry tinkering and the like. So I have decided that while I work on those, I will put the cumilative knowledge of the guru's withing the developer community to work for me in a different aspect.
What I need help in now is a unique targeting system (for use with my archery magery and a mob control (or 'pet') system;
In my mob control system I need multiple commands for basic control over creatures such as follow, guard (need help with hostile recognition), attack (my target, specific target, or random target), stay, a way to store pets in a stable like environment (possibly by downloading their variables to an item and recreating a new animal and running a proc to recover the variables).
Not only that I need help in providing code for the mobs themselves, for multiple types, docile, aggressive and passive-aggressive.
in the targeting system I would like it to have the flexability of allowing both click targeting and macro (verb based) targetting, so that melee players will not have a supreme advantage over the mages and archers. Presently I do not know how to go about formulating my own system for this.
Although I apreciate all input on this matter I would ask that unless you have knowledge of coding systems apart from DM or have a somewhat sloppy style of coding etc. please refrain from posting, as I would like to find the best case scenario for handling these systems utilizing concise and efficient coding.
-Richard Shannon
ID:271320
Apr 26 2007, 12:55 pm
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As to targeting, I have used both macro and click targeting in my Tron game. I guess it comes down to how you define an enemy in the game. In my Tron game, there are 2 sides, the free programs and the MCP programs. Each player (and AI) have a var that labels them as one or the other. The macro targeting will try and target the closest in view, else it will pick a random target from the enemy list. The click target let's you click on anyone, friend or foe. Each mob also has a mob/target var which tells who the target is.
I'll stop at this point, but you can look at the targeting code if you want, it's nothing special. My point is you need to have a way of defining (in game) friend or foe. I'm not saying you haven't, but that is intergrated into any targeting system (IMHO)