I've been using an old tracking system from the vault with a few add ons of my own making, but have for a long time wanted to make a proper tracking system.
What I have so far:the old tracking system - searches the area for creatures and lets the tracker know roughly in which direction each creature is.
items - every item carries information about the last person who picked it up.
death/dying - every creature which has died or is dying leaves sign of the event.
resting - resting stores information about each creature that used a "camp"
decay for tracks - a delayed decay script which wipes out a track after a period of time depending on weather and environmental affects
target a PC or special NPC for tracking - player can specifically target up to two quarries. when tracking a quarry a PC gains more information from their tracks so that they can positively ID the individual. the quarry is also marked so that they could possibly leave more tracks. BUT I have not yet made much use of this last part.
Ideas for expansion:
(1) NESS spawn points trackable
(2) Creatures leave tracks when they enter certain triggers including seamless area transitions, normal transitions, as well as environmentally oriented triggers (I have triggers for thick vegetation, marshy ground etc...)
(3)
Trails: Tracks left on the ground point to Prior track as well as Next track in sequence. this is achieved by saving a pointer on the creature to the last track they left. When they leave a new track, the last track is updated to point to the recent track, and vice versa.
(4) Using AID type commands trackers can follow "trails".
Tracker may seek origin of trail, or seek the quarry leaving the trail. Depending on success the tracker will move part way or all the way toward the next track in the trail.
Thoughts? Anyone want to build this and share? I'm not sure when I'll bother with the code, but thought I would share the idea in case I never get around to writing the scripts.
Modifié par henesua, 05 avril 2012 - 04:56 .