Behaviors
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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
and WomensBathroomBehavior
You'd assign MensBathroomBehavior
to the male NPCs and WomensBathroomBehavior
to npc_jane
.
Steps to add a Behavior:
- Add a function to your NPC class :
bool npc_class::CreateBehaviors()
(comes in virtually fromCAI_BehaviorHost
) - create the behaviour as a member variable in your class
- Add the behavior
AddBehavior( &m_WhateverBehavior );
in yourCreateBehaviors()
function - Let your npc class know you want to use a behavior by calling
BehaviorSelectSchedule()
in yourSelectSchedule()
.
To allow the Behavior to be used you'll need a function in the behavior:
bool CAI_WhateverBehaviour::CanSelectSchedule() { return true; }
There are 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. Take a look at something like AssaultBehavior if you have any trouble.