Dungeon patrols
Posted: Thu Mar 28, 2013 5:31 pm
Hi to all.
As the title says, I've created a little framework which allows to create monster patrols inside the dungeon; i.e., monster going back and forth (or only forth...) between a sequence of points in the dungeon. Every monster is aware of its surroundings (i.e., if it 'spots' the party, it reverts to a 'non-patrol' state = attacks the party...), reacts if attacked, and can 'call for help'.
First and foremost:
Thanks to mahric for his NPC script (here) which I modified: without it, nothing would have been possible
Thanks to JKos for his LOGFramework (whose installation process I blatantly copied)
Thanks to Xanathar for the Animation Toolkit (and for pointing me in the right direction!)
What it does:
- calculates a path between two points in a dungeon (there *must* be a path between them!), taking into account closed doors, obstacles, etc
- joins the paths found in a complex path which can be closed, or repeated in reverse order (or terminated!)
- creates a 'patrol': a monster walking such a path, endlessly (or not), well aware of the surrounding, ready to react to the presence/attacks of the party
- patrols can be grouped (if one is attacked, all the others of its group may react)
What it does not do
- the patrols are not aware of each other and/or of other monsters: even if the may spot the party, they cannot spot others; therefore, intersecting paths are discouraged!
- if a door is opened, the patrol - once started - cannot change its course (unless, of course, you tell so, by creating another one): it will still continue on its path, however long(er) [a further version can have the patrol change course, however]
- worst: if a door is closed, the patrol (once started) passes through it...
- every patrol has a 'sight' parameter; if the party arrives at less than 'sight' from the patrol, it has been spotted; to avoid ugly collisions (such as the monster walking through the party...) it is better to keep the 'sight' parameter greater than the square root of 2.
- therefore, 'blind' patrols (sight < 1) should be 'separated' from the party (say, with gratings)
Well, that's it; you can download everything here.
Feel free to comment, and make suggestions! (insults are allowed, too )
alois
As the title says, I've created a little framework which allows to create monster patrols inside the dungeon; i.e., monster going back and forth (or only forth...) between a sequence of points in the dungeon. Every monster is aware of its surroundings (i.e., if it 'spots' the party, it reverts to a 'non-patrol' state = attacks the party...), reacts if attacked, and can 'call for help'.
First and foremost:
Thanks to mahric for his NPC script (here) which I modified: without it, nothing would have been possible
Thanks to JKos for his LOGFramework (whose installation process I blatantly copied)
Thanks to Xanathar for the Animation Toolkit (and for pointing me in the right direction!)
What it does:
- calculates a path between two points in a dungeon (there *must* be a path between them!), taking into account closed doors, obstacles, etc
- joins the paths found in a complex path which can be closed, or repeated in reverse order (or terminated!)
- creates a 'patrol': a monster walking such a path, endlessly (or not), well aware of the surrounding, ready to react to the presence/attacks of the party
- patrols can be grouped (if one is attacked, all the others of its group may react)
What it does not do
- the patrols are not aware of each other and/or of other monsters: even if the may spot the party, they cannot spot others; therefore, intersecting paths are discouraged!
- if a door is opened, the patrol - once started - cannot change its course (unless, of course, you tell so, by creating another one): it will still continue on its path, however long(er) [a further version can have the patrol change course, however]
- worst: if a door is closed, the patrol (once started) passes through it...
- every patrol has a 'sight' parameter; if the party arrives at less than 'sight' from the patrol, it has been spotted; to avoid ugly collisions (such as the monster walking through the party...) it is better to keep the 'sight' parameter greater than the square root of 2.
- therefore, 'blind' patrols (sight < 1) should be 'separated' from the party (say, with gratings)
Well, that's it; you can download everything here.
Feel free to comment, and make suggestions! (insults are allowed, too )
alois