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  #53  
Old 06-17-2008, 08:40 AM
Hiddukel Hiddukel is offline
 
Join Date: Mar 2008
Location: Macon, FRANCE
Posts: 335
Quote:
Originally Posted by panchjr View Post
The code for handling lairs is implemented, apart from despawning once destroyed, which is a problem at the moment. I have set up a modified lua structure for lairs which will be released with the code once despawning is working.

So far I have created 2 lua files, one for debacks and the other for womp rats. Once the code is in SVN then anybody can start adding lairs based on the data from the spreadsheets. I will give more details once the code is commited to SVN and hopefully will get volunteers to create the lua files. However at the moment the number of creatures that are implemented on the test server is limited so although the luas for the lairs can be created they will not be able to be spawned.

After the lairs are stable I want to start looking at creature AI as I feel this needs to be improved before taming is implemented. Also working out how to implement mask scent will be interesting .
First, thank you very much Panchjr for your fast answer. We are all concerned by lairs on a mission aspect, but as CH, we are also more concerned.

You can count me in, concerning the volonteers, to create .lua files, for different creatures. And coding/testing for only a few creatures (Dewback / Womp rats) is the way to go... thanks.

I was wondering, reading your post, what kind of info you would need concerning the creatures AI ?
Same question for Mask Scent... I guess it's about how much creatures reactivity is influenced by mask scent level?

again, thank you for this update info, and your reactivity.