### Author Topic: [Game] Question/idea  (Read 1019 times)

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#### .ok

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##### [Game] Question/idea
« on: November 18, 2016, 04:21:19 PM »
Didn't know where to post this being its both an idea if not done yet, but also a question

Is it possible to alter a mobs speed with the new mob system?If not then would it be possible/a good idea for us to be able to change the speed they move?

#### AlienizdPixel

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##### Re: Question/idea
« Reply #1 on: November 18, 2016, 04:28:03 PM »
You will be able to change an NPC's movement speed.
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#### Craig

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##### Re: Question/idea
« Reply #2 on: November 18, 2016, 08:11:25 PM »
Yes it's possible. All nodes involving movement from one place to another have a velocity modifier which is applied to the NPCs standard move speed. A value of 1 keeps the speed the same as default, a value < 1 slows them down, a value > 1 speeds them up.

e.g. a value if 0.25 will mean they will move at 25% of their normal speed. A value of 1.5 means they will move 1.5 times faster than normal.

#### Dryym

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##### Re: Question/idea
« Reply #3 on: November 18, 2016, 09:49:27 PM »
Yes it's possible. All nodes involving movement from one place to another have a velocity modifier which is applied to the NPCs standard move speed. A value of 1 keeps the speed the same as default, a value < 1 slows them down, a value > 1 speeds them up.

e.g. a value if 0.25 will mean they will move at 25% of their normal speed. A value of 1.5 means they will move 1.5 times faster than normal.

2 questions.

1: What is the default speed?
2: Can we have a way to retrieve zone speed values so that we can apply them to NPCs via vars?

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#### Craig

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##### Re: Question/idea
« Reply #4 on: November 18, 2016, 11:53:51 PM »
Yes it's possible. All nodes involving movement from one place to another have a velocity modifier which is applied to the NPCs standard move speed. A value of 1 keeps the speed the same as default, a value < 1 slows them down, a value > 1 speeds them up.

e.g. a value if 0.25 will mean they will move at 25% of their normal speed. A value of 1.5 means they will move 1.5 times faster than normal.

2 questions.

1: What is the default speed?
2: Can we have a way to retrieve zone speed values so that we can apply them to NPCs via vars?
1. The default speed varies depending on the NPC type.
2. NPC behaviours don't support vars. I'm trying to think of a way to add that.

#### .ok

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##### Re: Question/idea
« Reply #5 on: November 19, 2016, 02:46:58 AM »
Would something like
Var [feet]
Var [meters] work?
Or something that detects or determine the number of blocks the mob moves at _ amount of time

Sorry if that's completely off,I don't really know anything about var scripting

#### Craig

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##### Re: Question/idea
« Reply #6 on: November 19, 2016, 03:55:19 AM »
Would something like
Var [feet]
Var [meters] work?
Or something that detects or determine the number of blocks the mob moves at _ amount of time

Sorry if that's completely off,I don't really know anything about var scripting
We have this built in var: [Vel:x|y|z] - The players current X, Y or Z velocity.

But a built in [Speed:] var which holds the default speed of the entity, not relative to an axis, and not dependent on whether or not the entity is currently moving, would probably be more useful in this context.

#### Dryym

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##### Re: Question/idea
« Reply #7 on: November 19, 2016, 11:17:17 AM »
Yes it's possible. All nodes involving movement from one place to another have a velocity modifier which is applied to the NPCs standard move speed. A value of 1 keeps the speed the same as default, a value < 1 slows them down, a value > 1 speeds them up.

e.g. a value if 0.25 will mean they will move at 25% of their normal speed. A value of 1.5 means they will move 1.5 times faster than normal.

2 questions.

1: What is the default speed?
2: Can we have a way to retrieve zone speed values so that we can apply them to NPCs via vars?
1. The default speed varies depending on the NPC type.
2. NPC behaviours don't support vars. I'm trying to think of a way to add that.

NPC behaviours support script integration, Right? What about allowing an "out:vars" node to be used to calculate vars using the scripting interface.

Creator of the term "Deathmine ©"
Jared [19|Oct 07:12 PM]: "It changes everything" Dryym