The daily cycle, with its sim-and-crafting by day, stealth-and-salvage by night, gives the game wonderful variety within the same play session. You can easily make your characters depressed enough to commit suicide. Just be aware that, as in real life, decisions you make do have consequences, especially on those who carry them out. You can sneak around and avoid people - or you can fight them for what you need. They might sort through an abandoned building that offers little risk (but little reward, as others have picked it nearly clean) or through occupied houses or buildings that offer more challenges. You might receive visits from people looking to trade, but generally, you spend the time tinkering, crafting, and managing your survivors’ needs.Īt night, most rest or stand guard, while one you select goes hunting for salvage at locations you choose. During the day, your crew will hole up in your ruined multilevel house, resting, healing, making tools or food depending on the supplies you’ve gathered. You start with three civilians, each with different skills. All pages should be tagged to all Categories that are relevant to that page. This War of Mine has two phases: day and night. This page has been created to help editors know what resources are available within this Wiki, to help them contribute content and to reduce duplicate uploads. Perhaps it is my rig? I’ve tested 90 on an older PC and it handles surprisingly well… unless I’m bugging.Image Credit: Heather Newman What you’ll like I never went beyond the threshold of 175 NPCs with this method of mine, however, it never really gave me a problem in terms of performance. To top it off, another Event to listen to a StringValue (AnimationState or whatever you want to call it) that tells the client to play a specific animation. 11:35am Custom Character - Traits Im looking for the stats for the choices available: Photographer, Police Officer, etc. Of course, you’ll have to time it with when the server updates the part (pretty easy). This War of Mine > General Discussions > Topic Details. Once the Position event fires, I run a Tween using TweenService to tween the model to the updated position. Basically, I had the client set up a few events to each entity to get real-time updates about the entity (change in logic/position). Of course, in order for them to have clothes I had to use ImageLabels (still having nightmares about that). The client is simply responsible for spawning the humanoidless model. Helps visually keep them from all moving from node to node at the same time. I run through the CFrame Update randomly for each object I get too in the Tagged list If I recall correctly. Since they just walk around and interact with random things, a simple logic check is quick! Although if you want to get more advanced with the logic you can. Afterwards, I simply CFrame each Entity to their next waypoint, keeping their offset from the ground using the position of the waypoints. Her ability to overcome committing heinous acts can sometimes prove helpful, but in This War Of Mine, doing things thatll hurt the group morale should be a last resort anyway. I’d advise Tagging the Entity into CollectionService so if you spawn Entities at random intervals it will be a breeze. Related: This War Of Mine Is A Harrowing Lesson In The Cost Of Conflict. Afterwards, once I spawn the Entity I do some math to offset it from the ground and begin Pathfinding. Like for instance, what type of model is it, its current state, etc etc. Next, I insert StringValues and BoolValues inside the part for the client to be able to read. I can still use PathfindingService with this so it works out well. In my case, I went with no Humanoid and simply placed ImageLabels on the body for clothing and used AnimationControllers.įor each AI entity, they are represented by a single 1 x 1 x 1 brick that is anchored. It will reduce the number of resources they eat quite a bit. But if you cannot live without them (For clothing), I’d advise setting their HumanoidState to Physics. Like what everyone has been saying above me :). The method I’m talking about is what I used for civilians walking around to random nodes I serialized to CollectionService…Īvoid Humanoids as much as you can. Create and share custom characters with friends Also adds Franseis, an NPC who randomizes your loadout and stats, and a character randomizer shrine to the. The way I went about it is by having a single server and local script designated with handling different things regarding your AI I’ve mentioned in a separate thread on how I achieved a large number of NPCs with little backlash performance wise. I would imagine 200 AI trying to run their own logic would become dreadful. I wouldn’t give each AI entity their own set of scripts.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |