Behaviors: Difference between revisions
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*There's a few more things that are different between an npc class and a behavior class : < | *There's a few more things that are different between an npc class and a behavior class : <br> | ||
AI_BEGIN_CUSTOM_NPC -> AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER (body) | AI_BEGIN_CUSTOM_NPC -> AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER (body)<br> | ||
DEFINE_CUSTOM_AI -> DEFINE_CUSTOM_SCHEDULE_PROVIDER (header) | DEFINE_CUSTOM_AI -> DEFINE_CUSTOM_SCHEDULE_PROVIDER (header)<br> | ||
That should do it. | That should do it. |
Revision as of 16:00, 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 in teh behavior:
bool CAI_WhateverBehaviour::CanSelectSchedule() { return true; }
- There's a few more things that are different between an npc class and a behavior class :
AI_BEGIN_CUSTOM_NPC -> AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER (body)
DEFINE_CUSTOM_AI -> DEFINE_CUSTOM_SCHEDULE_PROVIDER (header)
That should do it.