Nexus Modding > Scripting

Behavior 4 as a 'holding pattern'

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Keldane:
I've read of using Behavior 4 to create wreck yards, which set me to wondering - how viable is using Behavior 4 to create hordes of ships that 'wait in the wings' until a condition is met (say, the AI fleet falling below a certain number of ships) before becoming active and entering the fray?

The Old Dragon:
I daresay that's a possibility.  A special race value would probably be best for selection and manipulation of the 'waiting ships'.  The scipting on it though would depend very heavily on the scene.

One problem would be getting coordinates for where the new ships appear...

Arparso:
Sounds doable, although it's also possible to get new ships into a mission using CreateShip(). Depending on what you're trying to achieve in your mission, one way could have some benefits the other doesn't.

Keldane:
If you'll pardon the language, I'm going for an "Oh shit, I'm up against all THAT?" response from the player - something to impress upon them just why they should care that particular forces in my mod are allying with one another. While in the first scenario I intend for this to occur in, the player's objective will be to flee, I do intend to use it in an epic 'wave after wave' battle towards the end of the narrative.

Obviously, it would also have its uses in having ships hiding in wreck yards, only to activate when the player passes, too. The player approaches a cluster of wrecks to see if any are salvageable, and is surprised to find that some of them aren't wrecks at all, but are in fact pirates waiting to spring an ambush.

Mularac:
I beleive that method was also used by the devs in the original campaign, when they shoot the scene where were the combined fleets of Noah, the Gorgs and Vardrags.
Also, you might want to show that impressive fleet to the player in cinama mod, first. Keep in mind that asteroid-ships have no croshairs or lights to call their own, so they can easily be overseen by the player.

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