Noticible Dead Bodies

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Maxaxle
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Noticible Dead Bodies

Post by Maxaxle »

Looking back to the Metal Gear Solid series, and looking at Egoboo, I've always wondered, why do enemies ignore bodies? (rhetorical question, don't answer) Could (certain) enemies noticing bodies be implemented? For example, in Bishopia, could guards notice dead bodies even if they don't notice someone being killed? Also, looking back to Half-Life 2 and its Episodes, I wonder, could NPCs pick up weapons based on a scripted weapon ranking system (what's best, what's worst, and what's in-between) and ammo? (this could be most useful for Cobols in the Rogue starter, perhaps allowing them to pick up the loaded crossbows of their fallen teammates?
I also wrote:I meant this mostly for the more intelligent NPCs, especially humans. Oh, and this brings up another suggestion: How about grabbable bodies?
Last edited by Maxaxle on Fri Apr 09, 2010 1:36 am, edited 2 times in total.
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Post by Cimeries »

Perhaps this should be implemented. One hazard prelevant in many rougelikes is the prospect of monsters getting their hands on your gear and GWWODing you.

It would also be cool if some monsers were capable of making you drop your items
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Post by Zefz »

This should be possible to implement. It would take a lot of scripting work, where monsters need to keep track of who is alive and which nearby friends are dead. (and how to react)
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Post by octagon »

The lumpkins already manage it to OiOiOi and run away if one of them gets killed... does that work with an internal script message/call? I don't know much about EgoScript (the tmpargument stuff {:x} is repelling me) but it seems to me like the function for noticing bodies could work similar.
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Post by bgbirdsey »

Yes, that is basically a global function. So, all the Lumpkins run away, not just the close ones.

Like Zefz said, the behavior would have to be implemented in each script.
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Post by Maxaxle »

I meant this mostly for the more intelligent NPCs, especially humans. Oh, and this brings up another suggestion: How about grabbable bodies?
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Post by Agent of Dread »

It's been done before, if you read through the forum a little...
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Post by bgbirdsey »

The idea was that bodies could be manipulated for certain things like alchemy and placing on buttons, etc. There are some minor problems with things that are connected to each other or that have inventories.
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Post by Maxaxle »

Agent of Dread wrote:It's been done before, if you read through the forum a little...

What, seriously?

bgbirdsey wrote:The idea was that bodies could be manipulated for certain things like alchemy and placing on buttons, etc. There are some minor problems with things that are connected to each other or that have inventories.

If there's an inventory problem, then make dead bodies drop all of their inventories when bumped, similar to chests (and therefore lose all possibility of having an inventory at all).
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Post by penguinflyer2222 »

Maxaxle wrote:
Agent of Dread wrote:It's been done before, if you read through the forum a little...

What, seriously?

I think it was a bug.. lol, I remember testing out the cobol palace and keeping doors open by grabbing bodies of the cobol-magey people.
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Post by Cimeries »

Maxaxle wrote:If there's an inventory problem, then make dead bodies drop all of their inventories when bumped, similar to chests (and therefore lose all possibility of having an inventory at all).

Not so simple. We have a some monsters that use their inventory and grips for things other than 'inventory-ing". Mephits, Vampyres and Daemon Lords are an example. The wings of these monsters are held in a grip.
Moggy and Meena are another, they have speaker items for conversations during their quests.
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Post by bgbirdsey »

Grips are not a problem, just inventory slots. There used to be a limit to the number of objects that could be stacked on top of each other that way. For instance, if the scorpion claw could pick you up, you would have all of your weapons dropped. This has been updated so you can have a giant holding the scorpion who is holding you in its claw and you are bashing the giant with smite...
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Post by Maxaxle »

So it's feasible, minus the massive number of scripts required?
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Post by Shade »

Maxaxle wrote:So it's feasible, minus the massive number of scripts required?

Everything is feasible if you ignore how much work it requires to be done...
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Post by Maxaxle »

Clonkinator wrote:
Maxaxle wrote:So it's feasible, minus the massive number of scripts required?

Everything is feasible if you ignore how much work it requires to be done...

That was my only question, and I guess it could be implemented *eventually*.
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