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NPC Marker Sticker/Stickers

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โพสต์ 11–20 ของ 22

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# 11

โดย

Rob12

3 ปี ที่ผ่านมา


@obi It's not simple stairs that I want, but it's ok. I'll improvise.


# 12

โดย

Angelio

3 ปี ที่ผ่านมา


@Firefly Can't you just remove the piece of the program that makes NPCs follow stickers? Just that at least and it will be great for me and Rob12 to be able to put NPCs at older wonders. As for moving NPCs, i'll personally just use photon block directly at the surface, it's more inconspicuous than the stickers honestly.


# 13

โดย

obi-

3 ปี ที่ผ่านมา


@Rob12: Next time we're both online I'm gonna visit you, wanna see what's giving you trouble, might be a new issue from which I can learn a lot from.


# 14

โดย

Firefly

3 ปี ที่ผ่านมา


HEADS UP: tomorrow, January 1st 2021, around 09.00h UTC I will roll out a server update adding directional NPC sitting markers by using conveyor belts. No other NPC changes are intended for the moment, so please let me know if you run into changed or weird behavior after this update. The update will take about fifteen minutes, as I'm doing a system-wide software upgrade as well. To give some up-front documentation: the conveyor belt will enqueue a 'go sit in this direction' command to the NPC. The NPC will sit down on the NEXT block it steps on, facing the direction the conveyor belt is pointing to. Because the 'sit command' is enqueued for a block, you can make NPCs sit on ledges and other stuff without having to expose the conveyor belt to the outside world. NPCs do their best to choose a sitting pose, just like sitting as a player. I've polished the pose detection algorithm a bit, but it won't ever be 100% perfect. NPCs visually rotate towards the conveyor belt direction, so you can even make them turn around and sit. Their internal programming will not change direction when sitting to enable more interesting pathing instead of making them always turn into the direction they're facing. NPCs will sit indefinitely if no navigational markers are around. They won't rotate towards players in this mode, so that they remain perfectly seated on chairs, tables, ledges and so on. If a marker is nearby, NPCs will sit for a while (just like dancing) and then continue their journey. In all, it's a very cool addition and this complements and finalizes the programmable NPC behavior set for now. Unless someone comes up with a fantastic idea.


# 15

โดย

Firefly

3 ปี ที่ผ่านมา


The update is live and NPCs now recognize underground conveyor belts as sitting markers. Read my post above on how the system works. In addition: because NPCs enqueue their 'sit command' for one block, they can actually sit on chairs, even though their 'programming block' was on a different level. I've tried a lot of combinations of blocks and in all I was pretty happy with the system. And, once more: if you notice any changes in NPC behavior for existing paths, please post here ASAP. I did not intend to change previous NPC behavior.


# 16

โดย

Leyenda

3 ปี ที่ผ่านมา


I only know how to make the npc be able to press the photon injector but I don't know how to make the npc sit


# 17

โดย

Leyenda

3 ปี ที่ผ่านมา


Well I know how to use it :) it's great. One more idea for the npc that can dance a good time


# 18

โดย

Firefly

3 ปี ที่ผ่านมา


@leyenda: you make 'em dance with the treasure block. Documentation is coming soon! :-)


# 19

โดย

obi-

3 ปี ที่ผ่านมา


Issue: Quill pen, plates, blueprints and book decals count as markers, therefore you cannot make an NPC sit down and read a book or eat or have him write something without them stepping on the table and walking away. I think making the before mentioned decals non-marker decals would be a good idea


# 20

โดย

Firefly

3 ปี ที่ผ่านมา


@obi: good point. I want to fix it by having the NPC ignore stickers right next to itself while sitting. As you've all noticed, I remain convinced that stickers are the way to go for topside navigation when you don't have room for below-ground markers.


โพสต์ 11–20 ของ 22

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