Kill Quests
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Kill Quests
I am thinking of writing a script that we can use for "Kill Quests" which would allow the enemy to run, jump and hide from you, then when you get close enough, try to attack. We can use it for assassin quests and for when you discover a drug-shack. I would personally like chasing a khajiit over the rooftops of riverhold. But before all of his I will have to actually learn how to quest...but that's why we have the tutorial section here.
Re: Kill Quests
I like it too. But pathfinding and AI are not very good in MW engine. I think it will be impossible to do a thief/assassin running and jumping randomly across the city to avoid or follow the player like in Assassin's Creed without seeing him being strucked or falling from a roof. But you can make some sort of race where the player have to chase his prey along a predetermined path. You could also make checkpoints during the chase where some events occur when the player reach them, like people walking in your way or falling crates blocking the street.
For assassins trying to kill the player, the easiest way is to make them appear behind the player when he reach a certain position, display a sound and/or a message and make them attacking the PC (for example, an ambush in a street by night in the Black Keirgo of Senchal).
For assassins trying to kill the player, the easiest way is to make them appear behind the player when he reach a certain position, display a sound and/or a message and make them attacking the PC (for example, an ambush in a street by night in the Black Keirgo of Senchal).
Le Grimacier- Head of Lore
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Re: Kill Quests
That's the point, we are ONLY using predetermined paths for these things. I doubt we could get them to jump but we could at least get them to run from us. I believe we should include some random generic NPC's to fill the city streets. Not like a thousand but enough so that you aren't the only person going down all those creepy streets. Just enough to avoid conflicts between them.
Re: Kill Quests
That what I was starting to realize. It's near impossible to make an advanced AI in Morrowind, to get them to jump, or hide from you. Either way, I want to introduce something new.
Re: Kill Quests
Maybe the runner could run away (they could have a speed of 100-105 so you can't prematurely catch them) and hide in an alley until you approach.
Re: Kill Quests
That would work. I would like to also make some sort of way so that the enemies don'y just stand and fight; they need to do something, like go rest, or go find an accomplice or something.
Re: Kill Quests
That would be hard to do. They might be able to be told to run and use that healing potion when their health gets so low.
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