Author Topic: Controlling henchmen?  (Read 521 times)

Legacy_Killmonger

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Controlling henchmen?
« Reply #15 on: August 04, 2013, 02:34:47 am »


               There was an old game called "Myth". (Not Myst)
In it, through the various levels, one was given a limited supply of elvish archers, dwarven men at arms, and gnomish bombers. The objective was to use the real time physics to achieve and maintain a specific goal-state. These groups would march to a user defined waypoint and then fulfil their function as described by their type.

Let henchmen be henchmen, what I was trying to infer is the PC's ability to command nearby friendly forces due to the PC's status ( charisma perhaps) then predefined scripts could be assigned to those "found" friendly npcs via the PC's "persuasive" nature and then behave according to simplistic catagories to complete their assigned tasks.

If the PC could lay down a marker (a mouse click) and the local farmers & villagers (per se) could made to perform a simple task (like defend a spot & burn all monsters repectively) then the PC and henchmen could be free to escape the locale, leaving the locals to complete a rear guard action. Evil bosses could also have this option too.
Alternately, per se, the "Guards" could be so assigned to defend and relay warnings to the PC as the specific enemy type was detected in their locale when the PC & henchmen were elsewhere

Low level interactivity with allied factions, locally, could help prevent the PC "hero team" from being overwhelmed by an opposing forces' onslaught (or possibly lead them to their fate like lambs...)

jmo
               
               

               


                     Modifié par Killmonger, 04 août 2013 - 01:42 .
                     
                  


            

Legacy_Nevercallmebyname

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Controlling henchmen?
« Reply #16 on: August 04, 2013, 09:02:45 am »


               

Killmonger wrote...

There was an old game called "Myth". (Not Myst)
In it, through the various levels, one was given a limited supply of elvish archers, dwarven men at arms, and gnomish bombers. The objective was to use the real time physics to achieve and maintain a specific goal-state. These groups would march to a user defined waypoint and then fulfil their function as described by their type.

Let henchmen be henchmen, what I was trying to infer is the PC's ability to command nearby friendly forces due to the PC's status ( charisma perhaps) then predefined scripts could be assigned to those "found" friendly npcs via the PC's "persuasive" nature and then behave according to simplistic catagories to complete their assigned tasks.

If the PC could lay down a marker (a mouse click) and the local farmers & villagers (per se) could made to perform a simple task (like defend a spot & burn all monsters repectively) then the PC and henchmen could be free to escape the locale, leaving the locals to complete a rear guard action. Evil bosses could also have this option too.
Alternately, per se, the "Guards" could be so assigned to defend and relay warnings to the PC as the specific enemy type was detected in their locale when the PC & henchmen were elsewhere

Low level interactivity with allied factions, locally, could help prevent the PC "hero team" from being overwhelmed by an opposing forces' onslaught (or possibly lead them to their fate like lambs...)

jmo


I'm sure I've played that.
               
               

               
            

Legacy_WebShaman

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Controlling henchmen?
« Reply #17 on: August 08, 2013, 05:15:51 pm »


               

OldMansBeard wrote...

If someone wants to modify the OHS to incorporate this, go right ahead.

I've been intending to remove all restrictions from the OHS - just haven't gotten round to it.

Consider this posting as an interim notice, if you like.

"OldMansBeard said, henceforth, you can do anything you like with the OHS".


Awesome sauce OMB!!!

A big thanks from this user of the OHS!!!

*scrambles off to incorporate MM henchie controls into OHS*
               
               

               
            

Legacy_Tarot Redhand

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Controlling henchmen?
« Reply #18 on: August 08, 2013, 05:54:21 pm »


               @WebShaman when you get it working please post this somewhere. Preferably multiple somewheres ie both vaults.

TR
               
               

               
            

Legacy_OldMansBeard

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Controlling henchmen?
« Reply #19 on: August 08, 2013, 07:33:43 pm »


               

WebShaman wrote...
Awesome sauce OMB!!!
A big thanks from this user of the OHS!!!
*scrambles off to incorporate MM henchie controls into OHS*


For the avoidance of doubt, I've posted a version of the OHS on NeverwinterVault with all of my copyright notices stripped out of the source code and permission to do what you like with it.
               
               

               
            

Legacy_MrKWMonk

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Controlling henchmen?
« Reply #20 on: August 10, 2013, 11:30:31 pm »


               Wow, didn't expect to get so much traction with this one.  Thanks all.

And a very big thank you and much kudos to OldMansBeard.  OHS is the best mod there is for NWN in my opinion and I've used it with just about every character I've played.

Will keep a closer eye on developments here

'<img'>
               
               

               
            

Legacy_Jugonshi

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Controlling henchmen?
« Reply #21 on: August 11, 2013, 07:31:09 pm »


               Controlling henchmen will be good. But also, if a better AI can be incorporated into OHS, that will be wonderful.

Unfortunately, with the default generic henchman AI, henchmen are even dumber than those in OC/SoU/HotU or NPCs. They do not even switch between ranged/melee.

If OHS henchmen start to switch weapons, and to use more abilities which the default AI ignores (Taunt, Rage, Divine Might, Imbue Arrow and such), the gaming experience will be largely improved.
               
               

               
            

Legacy_MagicalMaster

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Controlling henchmen?
« Reply #22 on: August 12, 2013, 04:22:42 pm »


               

They do not even switch between ranged/melee

The funny thing is that usually that's a good thing.  With more "advanced" AI often you can't give NPCs certain weapons or they'll stupidly switch to them when it's a bad idea to do so.
               
               

               


                     Modifié par MagicalMaster, 12 août 2013 - 03:23 .