Patrolling guards

For questions relating to POL scripting (not necessarily related to WoD)

Moderators: Siobhan, Sebastian, Drocket

Patrolling guards

Postby SDonald on Mon Jul 21, 2003 5:34 am

Drocket,
I have done a lot of experimenting with patrolling town guards, and the thing that seems to constantly get in the way of a good patrol is sleepmode. Most of the guards are at the starting position simply because no-one is in range to wake them up to take steps and the server has restarted meaning they have re-initialised and have done a walkhome(). (I could cprop their next destination of course, but they would still take an age to finish their patrol)

What are your thoughts on about 20 npcs never sleeping? I am putting lots of sleep(1) statements in there which makes them walk slowly :)

Regards,
Stephen Donald.
SDonald
Regular Poster
 
Posts: 102
Joined: Fri Oct 11, 2002 7:47 am
Location: Australia

Postby SDonald on Thu Aug 07, 2003 11:14 am

Well I have had non sleeping patrolling guards in for a few weeks now and they don't cause any problems. From the times I have visited them it's not as easy to guess where they will be any more, and that I like. They also pause at each milestone and look around for a bit and sometimes spam passing players if it takes their mood.


I have also been trialling a runhome() function where you can't lure any npc too far from the point where it decides you are attackable. The only time it causes a problem is where a guard and a monster are nearly at their trigger range, but that looks fixable with a random runtolocation number of loops.


There's so many ideas to try out..... :)

Regards,
Stephen Donald.
SDonald
Regular Poster
 
Posts: 102
Joined: Fri Oct 11, 2002 7:47 am
Location: Australia


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