Just saw this. It definitely fixes a problem of the lack of equippables like books. Would it be possible to get a small variety of books, don't want to make everyone reading the same book.DannJ wrote...
kamal_ wrote...
Any improvements people make, please submit and I can add it and give you credit!
I've uploaded various VFX that replace the need to create and equip hand-held items:
http://www.neverwint...ds.com/mods/173
Drinking animations now have the choice of beer stein, wine bottle (chianti) or chalice.
It's a lot easier applying and removing model FX attached to the hands than it is spawning items in the inventory and equipping them.
Kamal's Commoner AI Demo/Proof of Concept
#26
Posté 19 juin 2012 - 12:49
#27
Posté 20 juin 2012 - 09:49
#28
Posté 20 juin 2012 - 10:00
That's a good thing... right?rjshae wrote...
Slicker than snail snot!
I hope this means you've tried it.
#29
Posté 21 juin 2012 - 12:11
I've tried using some of the placeable item models, but they all seem to have been created at a slightly exaggerated scale that makes them look unusually large in a character's hand. It's a pity you can't scale model VFX.
#30
Posté 21 juin 2012 - 08:05
kamal_ wrote...
That's a good thing... right?rjshae wrote...
Slicker than snail snot!
I hope this means you've tried it.
Beats a beholder's bare bum, that's for certain.
I have a quick (and possibly stupid) question: do the Commoner AI scripts integrate with Tony_K's AI scripts? I'd like to figure out how to make a set of hostile humanoids behave like grenadiers (using alchemical grenades), so I'm hoping Tony's work will provide the means.
Modifié par rjshae, 21 juin 2012 - 08:15 .
#31
Posté 21 juin 2012 - 09:24
Commoner ai doesn't have anything to do with Tony_K since my ai is not comabt ai. The only regular script that my commoner ai uses is a new npc heartbeat, so tony_k's changes to the default scripts would affect all commoners, except for his changes to the heartbeat script, which would not be used.rjshae wrote...
kamal_ wrote...
That's a good thing... right?rjshae wrote...
Slicker than snail snot!
I hope this means you've tried it.
Beats a beholder's bare bum, that's for certain.I just had a look at the pic, but I will definitely want to try these out, particularly for the public spaces in my setting. Thanks.
I have a quick (and possibly stupid) question: do the Commoner AI scripts integrate with Tony_K's AI scripts? I'd like to figure out how to make a set of hostile humanoids behave like grenadiers (using alchemical grenades), so I'm hoping Tony's work will provide the means.
You want Lugaid's combat formation demo for grenadiers. It will do exactly that, and that's what it's designed for.
#32
Posté 21 juin 2012 - 11:00
#33
Posté 22 juin 2012 - 07:03
kamal_ wrote...
Commoner ai doesn't have anything to do with Tony_K since my ai is not comabt
ai. The only regular script that my commoner ai uses is a new npc
heartbeat, so tony_k's changes to the default scripts would affect all
commoners, except for his changes to the heartbeat script, which would
not be used.
You want Lugaid's combat formation demo for grenadiers. It will do exactly that, and that's what it's designed for.
Thanks Kamal_.
Lugaid of the Red Stripes wrote...
Actually, all the grenade-throwing is handled using a 'special tactics script' that gets called by a hook in the heartbeat. The Imperial grenadiers toss a grenade as they close with the enemy, but the goblin bannocks in tDU have a little hit-n-run routine they go through. All the throwing is faked through the script, I never could get the things to use a special ability off the character sheet, Tony K, I think manages that a bit better.
Yes, I was worried that I might have to do a custom AI for that.
Thank you.
Modifié par rjshae, 23 juin 2012 - 02:39 .
#34
Posté 22 juillet 2012 - 07:34
Screenshot of the initial integration testing of the Handy VFX pack, you can ignore the debug messages, the number tracks where in the scripting it's coming from, not which vfx. Amusingly, I forgot to remove the equipping of the spoon in my first test of the cooking, so the npc's equipped one and had the vfx one, making it easy to see the offset.DannJ wrote...
There only appears to be one book model designed as an equipable item. It seems there were a lot of animation-related equipable items originally planned for the game, but the stein and spoon appear to be the only ones that made it through. That's probably why the rake model is upside down, and the chianti bottle has the origin in the wrong place (which I fixed in the VFX by offsetting it). Then again, even the spoon has the origin at the very bottom of the handle (something else I fixed in the VFX version).
I've tried using some of the placeable item models, but they all seem to have been created at a slightly exaggerated scale that makes them look unusually large in a character's hand. It's a pity you can't scale model VFX.
500x250http://2.bp.blogspot.com/-Zkbk3hq3O0U/UAxTJoFcJgI/AAAAAAAABNc/iLcZh3e9cMI/s1600/NWN2_SS_072212_152142.jpg[/img]
It was pretty straightforward to get working.
Modifié par kamal_, 22 juillet 2012 - 11:45 .
#35
Posté 22 juillet 2012 - 10:34
Cooks use a spoon, readers read a book, drinkers, bartenders and barmaids select and use one of the drink container VFX. Activities with multiple animations are supported, so you can have your cook using a spoon, then "putting the spoon down" (removing the vfx) while they yawn, then pick up and continue using the spoon.
Modifié par kamal_, 23 juillet 2012 - 09:35 .
#36
Posté 24 juillet 2012 - 01:00
I identified why TrainingOne and TrainingTwo don't play animations, also identified why Assassin doesn't work. Readme now explains what's needed for these, as they require additional work by the builder. Some extra clarity in a few things in the readme as well.
Wandersweep now equips the Handy VFX rake, since there's no broom. Yes it's upside down, see DannJ above. It's the Obsidian model, not DannJ's fault.
Npcanimate and Animatecustom now have default animations assigned (talk normal). You can edit the function to change them if you want.
Shovel and RunToPostAnd Dig now equip the "shovel" model of the quarterstaff. NWN2 shovels are incredibly ornate, but this is better than nothing.RunToPostAndDig still walks, so these two activities are functionally the same.
Not all races play the shovel animation correctly. This is a known game bug. The small races don't visibly equip, and the half orc wields it across the body. Added a note to this effect in the readme.
PracticeRanged and PracticeMelee still needs some work. Wanderrandomly still does strange things. Haven't looked further into these yet.
Witnessed the poor performance someone mentioned. I'll need to track that down, probably a loop that's not getting broken out of.
#37
Posté 24 juillet 2012 - 02:15
kamal_ wrote...
Not all races play the shovel animation correctly. ... and the half orc wields it across the body.
Poor sod probably thinks it's a greatsword.
#38
Posté 24 juillet 2012 - 03:26
Modifié par DannJ, 24 juillet 2012 - 03:28 .
#39
Posté 25 juillet 2012 - 01:02
#40
Posté 25 juillet 2012 - 10:19
500x250http://2.bp.blogspot.com/-nWszCEd3u7U/UBBtZ574xVI/AAAAAAAABN0/6r2qe-t6EJo/s1600/NWN2_SS_072512_173841.jpg[/img]
Time randomization is now turned on. Notice they're not all synchronized in their alcoholism.
500x250http://4.bp.blogspot.com/-9g2vsZaGoE8/UBBtbbiAhDI/AAAAAAAABN8/sMe8TsT4uhM/s1600/NWN2_SS_072512_180342.jpg[/img]
Time and location randomization is controlled by the script sh_npc_randomizer. Time randomization is a default flat distribution (controlled by an int declared in the script, but two different bell curve options are included and commented out. Turning on the time randomization also seemed to significantly help or eliminate the lag some people found. There's still a loop somewhere I haven't found in activity selection, but since the selection is now time randomized, they don't all hit it at once.
RunToPostAndDig doesn't seem to equip properly, even though Shovel does. Haven't figured out why, or why they're not actually running.
I'm going to have to put in some setting of bump state. If the commoners get bumped too far from their waypoint, they stop playing the animation.
Modifié par kamal_, 25 juillet 2012 - 10:22 .
#41
Posté 25 juillet 2012 - 10:31
#42
Posté 26 juillet 2012 - 11:26
That, I think, defines nicely the nature of the half orc and also the average intelligence.
PJ
Modifié par PJ156, 26 juillet 2012 - 11:27 .
#43
Posté 28 juillet 2012 - 03:36
Also I identified exactly where the speed hiccup is, it happens when all the waypoints for an activity are full and then another npc picks the same activity. It doesn't look to be avoidable in terms of coding (unless I missed something, easily possible). So if you see this behavior in practice, setting some more activity waypoints for that activity should do it. It also seems to happen more or be worse when you set the time as opposed to the normal progression of time during normal gameplay. Of course in the demo we're setting time via conversation as part of the demo.
Need to fix up PracticeRanged, PracticeMelee, and Wanderrandomly. Once I get those working properly I'll probably put up the 1.0 release and an importble erf.
I will be making PracticeMelee randomly equip a dagger, shortsword, club, or light hammer if the npc doesn't have a weapon already. These seem like ok weapons for commoners to use. Ranged to equip a light crossbow, heavy crossbow, dart, sling (these are all covered by simple weapon proficiency)?
Modifié par kamal_, 28 juillet 2012 - 07:22 .
#44
Posté 28 juillet 2012 - 08:08
mace, morningstar, spear, sickle & quarterstaff are (in addition to the others)
#45
Posté 28 juillet 2012 - 08:39
Yep, I caught that. melee options are now club, mace, spear, and dagger. Ranged options are light crossbow, heavy crossbow, dart, sling. These are all simple weapon proficiency weapons. They also play animations appropriate to the weapon (spear guys use the polearm animations, club uses 1 handed, etc). It's in and working, they face the direction of the waypoint and play the various attack animations. The weapons they equip for practice are defined in a single place, so builders could change. (and you'd need to update the the activity functions for the appropriate animations if you equip two handers or bows etc)kevL wrote...
short sword not covered, nor light hammer
mace, morningstar, spear, sickle & quarterstaff are (in addition to the others)
I need to fix WanderRandomly now.
#46
Posté 30 juillet 2012 - 08:34
DannJ wrote...
I've uploaded various VFX that replace the need to create and equip hand-held items:
http://www.neverwint...ds.com/mods/173
I wonder if something like this would work on the invisible man appearance? It could be useful for creating animated objects, per the spell.
Modifié par rjshae, 30 juillet 2012 - 08:43 .
#47
Posté 30 juillet 2012 - 09:30
Just tried. The book vfx is visible in toolset when applied to the invisible man, but not ingame.rjshae wrote...
DannJ wrote...
I've uploaded various VFX that replace the need to create and equip hand-held items:
http://www.neverwint...ds.com/mods/173
I wonder if something like this would work on the invisible man appearance? It could be useful for creating animated objects, per the spell.
#48
Posté 31 juillet 2012 - 10:31
kamal_ wrote...
Just tried. The book vfx is visible in toolset when applied to the invisible man, but not ingame.
Argh! Oh well, thanks for trying. It would have been amusing to have some animated objects dancing about a wizard's abode.





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