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If you were to design an emulator... https://ryandor.com/forum/viewtopic.php?f=4&t=2204 |
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Author: | Sydius [ Thu Mar 10, 2005 4:48 pm ] |
Post subject: | If you were to design an emulator... |
So what scripting language would you guys prefer to use when customizing an emulator? About AI? do you prefer fast and moderately flexible or completely script-driven but slower? Neural networks and genetic algorithms, or standard cookie-cutter path-finding good enough? |
Author: | Xuri [ Thu Mar 10, 2005 5:14 pm ] |
Post subject: | |
Is CSS a scripting language? Then I'd like to use that please. Neural networks, genetic algorithms, self-teaching/learning NPCs, the works. ![]() |
Author: | Sydius [ Fri Mar 11, 2005 10:50 am ] |
Post subject: | |
CSS stands for ?Cascading Style Sheets? and would not really be appropriate as a scripting language. It is more or less a property sheet. |
Author: | Dev Viperrious [ Fri Mar 11, 2005 7:19 pm ] |
Post subject: | |
Thats a good question. I visited the developers shard for POL and their AI is pretty advanced. NPC's don't mess around and will actually "RUN" after you to attack. Normal UO they simply go into war mode and sort of scoot along which allows the players to outrun 99% of NPC's in game. NPC's perhaps should be a combination of both depending on their professions. Obviously a farmer would not be as strong or agile as a warrior. A warrior in full plate would move slower than an archer in leather armor etc. Pathfinding is a must for any game. The current UO NPC AI is the most advanced I think I've seen. Spell casters put up a good fight now and will teleport to get to you from blocked areas. They heal their self when low on hit points and even turn inviso or hide to get away. I sort of liked the UOX scripts or the CFuse script systems, they were easy to understand and almost anyone could figure them out without even needing instructions. Dev |
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