Behaviors: Difference between revisions
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To allow the Behavior to be used you'll need a function: | To allow the Behavior to be used you'll need a function: | ||
// | |||
//bool CAI_WhateverBehaviour::CanSelectSchedule() | bool CAI_WhateverBehaviour::CanSelectSchedule() | ||
{ | |||
return true; | |||
} | |||
// | // | ||
That should do it. | That should do it. |
Revision as of 15:54, 23 October 2006
Behaviors let you assign schedules and functionality to more than one NPC class without having to re-write or derive off a certain class. For example: You have three npc classes : npc_bob , npc_fred , npc_jane You make two behaviors : MensBathroomBehavior, WomensBathroomBehavior
You'd assign MensBathroomBehavior to the male npcs and WomensBathroomBehavior to npc_jane.
Steps To Add Behavior:
- add a function to your npc class : bool npc_class::CreateBehaviors() : (comes in virtually from CAI_BehaviorHost)
- create the behaviour as a member variable in your class
- add the behavior AddBehavior( &m_WhateverBehavior ); in your CreateBehaviors() function
- let your npc class know you want to use a behavior by calling BehaviorSelectSchedule() in your SelectSchedule()
To allow the Behavior to be used you'll need a function: // bool CAI_WhateverBehaviour::CanSelectSchedule() { return true; } // That should do it.