<Tosses a coin...>
Hardcore UFO wrote...
Is it just me or is there not an original creature created for the others to be copied from?
The
string sPackType = GetLocalString(OBJECT_SELF,"sPackType"); //Creature name Gets the blueprint resref from the summoner... supposedly :-P
Found the first problem, though... I'm using MBHK & the Battle AI from the vault. MBHK calls hench_i0_ai for DetermineCombatRound, and the Battle AI (which I rather love, otherwise) had removed the SPECIAL_COMBAT_AI hook. Put that back in and at least the script is firing.
But working it out (on paper) last night, several things bugged me. So I flipped the script.
The summoner will create nPackLevel pathfinding creatures (rk_searcher - invis, plot, only spawn & death scripts). Each of these will face a random direction and run like hell (DM speed). Then they kamikaze, creating a packmember when and where they expire. Which creatures to create and certain other info is handed off from summoner to searcher. Then from searcher to packmember. Packmember levels up, then heads back to summoner's target (if still alive) or last target position.
This way the summons is fire & forget, every created packmember not only shows up in a valid location, but with a confirmed path back to target. It also adds the possibility of your friends sucking more hostiles into combat... I like that. TANSTAAFL.
Later I'll put conditionals on it so the summons only occurs in outside&&natural areas, and only if the summoner feels a bit overwhelmed.
I'll post the new set of scripts when I have something decent :-P
As always, I really do read and appreciate review :-)
And if you see something, please let me know, whether it's an error, or just an inefficient algorithm. I especially like in-depth post-mortems with examples :-)
<...and flips the script>
Modifié par Rolo Kipp, 22 août 2011 - 04:44 .