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AI scripting= Avoiding Spell Zones

Posted: Sat May 26, 2001 7:53 pm
by StormBringer
Hi, I'm new to this Message Board, and I thought I'd see if anyone could answer this question for me. I had previously posted it on the BG2 World Forums board, but got no 'Good' responses. I just copied and pasted the same question here:

Does anyone know of any third-party, custom AI scripts that keep your characters from running into the middle of a previously cast, and active, combat spell, such as Cloudkill, that another one of your party members (same team!) already cast? I mean, this is just common sense!
This is so frustrating! I know somebody has to have experienced this same frustration, and also has the "know-how" of how to write script to keeep the character from running into the "danger-zone"!? I would hate to resort to Auto-pausing the game after each character's action, just to make sure the idiots don't run into the middle of a previously cast long-duration, area-effect spell (WEb, Entangle, Stinking Cloud, etc.)

Any knowledgeable responses will be appreciated. THANKS!!!


:)

Posted: Sat May 26, 2001 7:57 pm
by StormBringer
Oh, and by the way, I'm talking about your single player TEAM, with NPC's, not multi-player. However, although I know nothing about scripting, I doubt it makes a difference in relation to my question. I thought I'd just clarify to be safe.... :)

Posted: Sun May 27, 2001 3:52 pm
by KensaiRyu
To date there are no such scripts. It would involve a check to see if you are getting hit with specific damage types.

Their is no way in scripting to make characters aware of the 'area' persay, however you could have them keep running or moving until they are out of the effects of such a spell.

In posts from David G at bgscripts(senior desighner at Bioware) I heard talk of imporved enemy AI that will do something similar in TOB.

I or one of the other scriptors could probably come up with a script that would do this however my projects are backed up already. :)

Posted: Sun May 27, 2001 9:34 pm
by velvetfreak
I think it would need 2 things:

Your area-spells would need to be scripted, or, a check (if there is one) to see if an area spell is in the Action List.

Set a Global Variable, and a timer. And have something else for your characters to do, like keep their distance from the enemy.

Sarkyn's one of the few scriptors I'm aware of besides KR that is doing scripting at this level of sophistication. KR has mentioned Sarkyn's gScripts repeatedly and for good reason. Also Xyx recently posted on bwscripts (check KR's sig) with several area-effect ranges:
Max viewing range: 27

Dart range: 21
Bow / Melf's Minute Meteors range: 26

Quarterstaff / 2H sword range: 4
1H sword range: 3
Fist range (non-Monk): 2
(note that characters may close in more than is necessary before they attack)

Fireball blast radius: 16
Skull Trap blast radius: 13 (bigger than I thought, and only 1(!) smaller than
it's range)
Invisibility 10' Radius 'blast' radius: 6
(Sorry if I'm stealing your thunder Xyx, I did credit you)

Although IMHO the scripting language set just isn't versatile enough to deal with this scenario. I play this out manually, sitting my snipers right at the edge of the effect, backing off when an enemy comes their way to let a tank deal with it (unless they are the tank of course).

Posted: Sun May 27, 2001 9:48 pm
by StormBringer
Thanks for your replies, guys. At least now I know...this can't really be done with this game. I'll just have to manage the characters manually, as pointed out above. Thanks again!