Product Chat / Factioning

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benjiboy
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Posted: 22nd Oct 2019 06:09
In RPGWorld Ravey implemented a factioning system. Any creature type placed into a map could be marked as enemy type1 or enemy type 2 or as player friendly. This simple system made it easy to implement staged battles between opposing forces and to have sidekicks to fight alongside the player.
I would love to have that facility in GG.
I wonder though whether it should be implemented within the game engine rather than being scripted in lua as I imagine it could generate a significant performance hit.
What do people think?
You can't teach an old dog.
Blacknyt46
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Posted: 23rd Oct 2019 06:24
Heck yeah,that would be awesome!
Jim C
Teabone
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Posted: 23rd Oct 2019 22:11 Edited at: 23rd Oct 2019 22:12
There is an ally script. I believe its in the fantasy pack. We could do something similar now that you can work from the ally scripts in GG.

Should note we had a really cool feature back in FPS Creator.

You could have something 4 or more factions. Some friends with player some enemies. Even have factions that are enemies of each other and not others. Was a very powerful addition to the FPI Dark AI commands back in the day.

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benjiboy
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Location: In the depths of rural Norfolk
Posted: 24th Oct 2019 16:33
I'd love to have that. I fondly remember the depth of story-telling and dynamics you could generate using the factioning available in the NWN editor, but that kind of feature requires a mountain of other stuff we don't have to support it.
So I'll be happy if I can just drag an ally along to watch the bust-up between the different gangs down-town.
I shall have to dust off FPSC. It's free now with a ton of assets.
You can't teach an old dog.
Teabone
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Posted: 31st Oct 2019 02:24
In the Fantasy Pack you will have access to several allied characters. Such as the Knight Ally and Imp Ally.
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benjiboy
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Posted: 31st Oct 2019 09:30
The imp's uncertain whether he's a skater or just wants to warm up with a bit of running on the spot .
The Knight ain't no friend Teabone. He runs up and sticks his sword in you!
You can't teach an old dog.
Teabone
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Posted: 31st Oct 2019 14:02 Edited at: 31st Oct 2019 14:04
There is an imp enemy and ally and a knight enemy and ally:



They will attack enemies, no the player.
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benjiboy
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Posted: 31st Oct 2019 16:11
It's the Impally I was referring to - the animation/behaviour is all over the place. It slides rather than walking towards the player, (sometimes). When it does animate it tends to run on the spot.

Odd. I was looking at things on a LastDX9 install, and the fantasy pack contents are different between the two. I'll take another look on an up-to-date install.

You can't teach an old dog.
benjiboy
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Posted: 31st Oct 2019 18:26
Ah. Time to quit trying to run GG on underpowered kit. Development & testing is just so different on my newest pc.

With regard to allies attacking foes, ally hits seem to have no visible effect until the foe dies. How about a stagger or two, and some blood?
Also, the Imp looks like liquid gold, the Knight looks like his armour is made of stone. I tried adding materialindex to the fpe's, which workedon the imp, (matindex=6) but not on the knight,(matindex=2). Is that perhaps because the knight fpe is pointing to Uber_soldier_d.dds, which doesn't exist in the fantasy folder?
You can't teach an old dog.

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