5 fps moment is soon:tm: LOL! im gonna put this to my game!
Build 4
Only a small update because I have been meaning to do it for a while.
- You can now configure a name generator function in the config.
Download it from the main post. Historical builds are available under History
.
Build 5
(two builds in one day! wow!)
- Bugfix where hair is cloned regardless of if it is actually cloneable.
- Changed the special âdo not give accessory/hairâ operator from
nil
to-1
.
Download it from the main post. Historical builds are available under History
.
Looks great! Canât wait for the R15 release!
I havenât looked at this yet, but is there a mechanic where only certain NPCs can go to certain areas?
Theyâll only enter the areas marked as pathfindable
meaning you can restrict/allow access to areas simply by tagging them.
I mean like is there a way to make it so certain NPCs only go to certain pathfindable
areas? Like 1 NPC can only go to places on 1/2 of the map, and 1 can only go to places on the other side.
Unfortunately thatâs not a feature at the minute, Iâll message Lewis about it so we can get it raised as a Feature Request. Thanks for the suggestion
Ya, you wouldnât want for example citizens walking into the VIP area.
Definitely an interesting suggestion. Now I just have to work out the best way of doing it. Different tags for areas seems to be the best course of action here (and then having certain NPCs be tagged with something else). So, for example:
- Area A is tagged pathfindable_a or pathfindable[a] (not sure how I want to format it yet)
- Area B is tagged pathfindable
- NPC A is tagged pathfinding_a or pathfinding[a]
- NPC B has no tags
NPC A can walk in Area A and Area B, but NPC B can only walk in Area B.
There seems to be an issue with build 5 (I havenât tested the other builds yet) There are no errors in output but all the Npcs stand around and do nothing, Iâm not a great scripter so I cant figure out what happened however i could just be missing something really dumbâŚ
Images :
Standing around
Output
I also tagged the baseplate
Looks like this will be a useful resource for my zombie NPCs, bookmarking for future use.
How did you tag the baseplate? They should be able to pathfind on it.
I used the tag editior (same one you had linked) and tagged it with pathfindable.
Is there a way for NPCâs to hold gear?
Not sure this is something possible.
I canât seem to replicate your issue. Can you send me a place file?
With modification, yes, though they canât do anything with it.
WOW, i fell in love with this already ! btw do the npcs respawn when they die?
Tested it a bit, but this doesnât work. Also, is there any way to have multiple spawn points for NPCs?
Ah, thatâs out of date. I need to update that bit in the post at some point. The spawnpoint is set in the configuration as origin
, just pass it a CFrame.
Iâm going to do a rebuild of this at some point that changes a lot of things around and possibly get R15/Rthro working (woo!) so Iâll be sure to add your multiple spawnpoints idea to that list.
Wow, this is pretty old hereâŚ
Anyways, Iâve been trying to use this system for my new game and for some reason the NPCs dont move around. It reaches the max dawdling time (when i debugged it) but yet never does anything.
Heres a screenshot of all the NPCs just standing. (I made it print âmax dawdlingâ when the time is reached)
Other than that, this system seems pretty stable but then again it doesnât seem that I know how this works for R15 npcs. (if that is the issue im so so sorry)