Difference between revisions of "Pathfinding Cookbook"
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The code below is for a simple rezzer for the creatures. For a region scale rezzer system see [[Holistic_Pathfinding_Management]] | The code below is for a simple rezzer for the creatures. For a region scale rezzer system see [[Holistic_Pathfinding_Management]] | ||
< | <source lang="lsl2"> | ||
</ | </source> | ||
=Simple Creatures= | =Simple Creatures= | ||
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Wanders pauses and eat, wanders, repeat. | Wanders pauses and eat, wanders, repeat. | ||
< | <source lang="lsl2"> | ||
</ | </source> | ||
==Sentient Treasure Chest== | ==Sentient Treasure Chest== | ||
Treasure chest with legs. Sleeps, but runs and hides if anyone approaches. | Treasure chest with legs. Sleeps, but runs and hides if anyone approaches. | ||
< | <source lang="lsl2"> | ||
</ | </source> | ||
==Fairy== | ==Fairy== | ||
Wanders about (flying) looking for flowers, lingers by flowers, runs and hides from agents. | Wanders about (flying) looking for flowers, lingers by flowers, runs and hides from agents. | ||
< | <source lang="lsl2"> | ||
</ | </source> | ||
==Dragonfly== | ==Dragonfly== | ||
Moves along designated path, lingers by designated waypoint and moves to next random waypoint. | Moves along designated path, lingers by designated waypoint and moves to next random waypoint. | ||
< | <source lang="lsl2"> | ||
</ | </source> | ||
==Snake== | ==Snake== | ||
Wanders about an area, includes special movement example. | Wanders about an area, includes special movement example. | ||
< | <source lang="lsl2"> | ||
</ | </source> | ||
==Treetop Birds== | ==Treetop Birds== | ||
Birds that move between treetops at random intervals. | Birds that move between treetops at random intervals. | ||
< | <source lang="lsl2"> | ||
</ | </source> | ||
==Vulture== | ==Vulture== | ||
Birds that glide about on thermals | Birds that glide about on thermals | ||
< | <source lang="lsl2"> | ||
</ | </source> | ||
=Ecosystem Creatures= | =Ecosystem Creatures= | ||
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Wanders looking for specific prey and pursues when prey is spotted. | Wanders looking for specific prey and pursues when prey is spotted. | ||
< | <source lang="lsl2"> | ||
</ | </source> | ||
==Grazing Prey Animal== | ==Grazing Prey Animal== | ||
Wanders and pauses to eat, run a short distance when approached (skittish), runs further and hides from specific predator. | Wanders and pauses to eat, run a short distance when approached (skittish), runs further and hides from specific predator. | ||
< | <source lang="lsl2"> | ||
</ | </source> | ||
==Rat== | ==Rat== | ||
Wanders about a specified area, flees and hides if an agent approaches. | Wanders about a specified area, flees and hides if an agent approaches. | ||
< | <source lang="lsl2"> | ||
</ | </source> | ||
==Mount== | ==Mount== | ||
Build a character that can be ridden with race example. | Build a character that can be ridden with race example. | ||
< | <source lang="lsl2"> | ||
</ | </source> | ||
==Dog== | ==Dog== | ||
Wanders about, chooses random agent, follows agent for a period, then wanders off, if no agents found sleeps. | Wanders about, chooses random agent, follows agent for a period, then wanders off, if no agents found sleeps. | ||
< | <source lang="lsl2"> | ||
</ | </source> | ||
==Cat== | ==Cat== | ||
Wanders about, chooses random agent, lingers by agent, then wanders again, if no agents found sleeps. | Wanders about, chooses random agent, lingers by agent, then wanders again, if no agents found sleeps. | ||
< | <source lang="lsl2"> | ||
</ | </source> | ||
==Hopping Scarecrow== | ==Hopping Scarecrow== | ||
Wanders about hopping and approaches random people, lingers and moves on. | Wanders about hopping and approaches random people, lingers and moves on. | ||
< | <source lang="lsl2"> | ||
</ | </source> | ||
---- | ---- | ||
Return to [[Good_Building_Practices]] | Return to [[Good_Building_Practices]] |
Latest revision as of 14:34, 25 January 2015
UNDER DEVELOPMENT - INCOMPLETE
Rezzer
The code below is for a simple rezzer for the creatures. For a region scale rezzer system see Holistic_Pathfinding_Management
Simple Creatures
Grazing Animal
Wanders pauses and eat, wanders, repeat.
Sentient Treasure Chest
Treasure chest with legs. Sleeps, but runs and hides if anyone approaches.
Fairy
Wanders about (flying) looking for flowers, lingers by flowers, runs and hides from agents.
Dragonfly
Moves along designated path, lingers by designated waypoint and moves to next random waypoint.
Snake
Wanders about an area, includes special movement example.
Treetop Birds
Birds that move between treetops at random intervals.
Vulture
Birds that glide about on thermals
Ecosystem Creatures
Hunting Animal
Wanders looking for specific prey and pursues when prey is spotted.
Grazing Prey Animal
Wanders and pauses to eat, run a short distance when approached (skittish), runs further and hides from specific predator.
Rat
Wanders about a specified area, flees and hides if an agent approaches.
Mount
Build a character that can be ridden with race example.
Dog
Wanders about, chooses random agent, follows agent for a period, then wanders off, if no agents found sleeps.
Cat
Wanders about, chooses random agent, lingers by agent, then wanders again, if no agents found sleeps.
Hopping Scarecrow
Wanders about hopping and approaches random people, lingers and moves on.
Return to Good_Building_Practices