Do any plans exist to create a predator/prey relationship for TR via scripting? Would this even be possible or desireable?
This is not meant to simulate an ecology (which IMO would be impossible), but as a means to make wildlife a bit more realistic.
Predator and prey relationship - possible?
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- Stumpytheguar
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Nope, only way to make a creature attack another creature (or NPC) is via startcombat, and that requires a name for what to start combat on. Annoying, but true. Although... there is one odd point, guards will attack monsters that come into towns. So I'm not sure how that's done. Maybe something could be built off of that if we knew how it worked.
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it can also be done through some innovative creature animations, if the creatures are treated as one, and the predatorial actions are put under an idle action... so like if idle 1 is running, the predator can dig up some buggie, and eats it (roxor) only problem would be as soon as the attack animation occurs it would stop in the middle of its idle motion, so it would all of a sudden lose the prey magically. (we wouldnt want it to drag the prey along with it) thus it would also probably have to be an unmoving animal. the only other thing I would say is through scripting have a specific animation, then when attack is initiated to completely replace the model with another model, this could cause again that jumpyness(seems unavoidable) but with really good ability it could be masked
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Screw it, I'm back for sweet sweet TR
Uldar Gerzae: Expect no dodgeballs out of my arse. Though if something were to shoot out of me nether regions it mgiht be wise to dodge it all the same
Would that be similiar to how Hroldar the wolf is scripted in Bloodmoon (the one in Raven Rock)?Vegor wrote:Yeah, too bad that's hard coded, so we can't do anything with that.
We could add some unique events in the Wilderness of predators attacking sick or weak creatures (both with unique IDs) but I don't think it will be possible to make them attack each other all the time via scripting.
To have animals attack eachother all the time would probably be killing FPS anyway, but having for example wolves attack a few unique ID deers or boars shouldn't be too CPU intensive.
The NPC/creature behaviour in Morrowind is really lacking in several aspects
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