Game Development Community

How to make multiple AI spawns

by Flybynight Studios · in Torque Game Engine · 09/24/2005 (9:44 pm) · 3 replies

I could sure use some insight into this guys so I'll throw out my general question here and see if anyone can give me some previously learned pointers.

In my game I have 50 unique NPC spawns (unique as in 10 different meshes and each spawn is named.) that I would like to create and aside from making unique AI players for each individual is there a better way to do this?

Secondly, and sort of related, is there a way to create a spawn by coordinate rather than spawn point? In orther words can I drop a player at his last saved location on the terrain rather than only at specific spawn points?

Thanks a million
Mark

#1
09/25/2005 (1:51 am)
They dont need to be AIPlayer if they dont need AI, if not they could just be animated statics.

%spawnpoint just sets the location and rotation so you can just set it to
whatever you want it to be like this

%thing = new AIPlayer() {
dataBlock = Thingdb;
};
MissionCleanup.add(%thing);
%thing.setTransform("50 60 70 0 0 0 0");
%thing.setShapeName("thingy");
#2
09/25/2005 (5:57 am)
Thanks Brian that answers a couple of questions for me. To clarify just a little further though and based on the little I've been able to understand about the datablocks...

I am going to need to create a (body) datablock for each base mesh I could have in a mission correct? Wether it's Player AI, Static NPC or PC Playable. Do I simply add all of the potential datablocks to the player.cs? would you suggest breaking the datablocks among various .cs files? How would you suggest breaking them up?

Certain base model meshes are going to be reused for several different mob types and I would like the option os specifying different skins etc... Is there a way to use the same datablock and scale it? and also change the skin file? or do I make a new datablock and .DTS for every potential subtype of each mesh?

Thanks abunch for helping to clarify this for me.

Mark
#3
02/26/2006 (12:41 pm)
Did you ever figure this out?