Condition: Difference between revisions
Jump to navigation
Jump to search
m (clean up) |
mNo edit summary |
||
| Line 5: | Line 5: | ||
NPC's can implement their own custom conditions to deal with things unique to that NPC, for instance, you could use a <code>COND_ON_FIRE</code> to determine if the NPC is on fire and select specific schedules on this condition such as <code>SCHED_JUMP_IN_WATER</code>. | NPC's can implement their own custom conditions to deal with things unique to that NPC, for instance, you could use a <code>COND_ON_FIRE</code> to determine if the NPC is on fire and select specific schedules on this condition such as <code>SCHED_JUMP_IN_WATER</code>. | ||
==See Also== | ==See Also== | ||
* [[Shared conditions]] - a list of conditions inherited by all NPCs | * [[Shared conditions]] - a list of conditions inherited by all NPCs | ||
Revision as of 17:36, 10 June 2006
Multiple conditions can be set on an NPC which help the NPC determine what schedule should be run (handled in SelectSchedule() or variants).
An example of a condition is COND_LIGHT_DAMAGE which may cause the NPC to go to an alert state and select a schedule appropriate to this condition.
NPC's can implement their own custom conditions to deal with things unique to that NPC, for instance, you could use a COND_ON_FIRE to determine if the NPC is on fire and select specific schedules on this condition such as SCHED_JUMP_IN_WATER.
See Also
- Shared conditions - a list of conditions inherited by all NPCs