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[ Mapping ] Aggro vs Fleeing

PostPosted: Tue Jan 20, 2015 10:20 am
by Eudes
Hello DOL,

Is there a trick to make some mobs fleeing instead of aggro the players or is that something to script?

Thanks!

Re: [ Mapping ] Aggro vs Fleeing

PostPosted: Tue Jan 20, 2015 10:29 am
by HunabKu
Hi !
I think you want fear like in Guild Wars 2 for example.
Is not mobs fleeing code to my knowledge.
In my opinion, you can do it about creating a path started mob position, direction inverted about mob heading, and finish mob position to along of. Make also a timer.

Re: [ Mapping ] Aggro vs Fleeing

PostPosted: Tue Jan 20, 2015 10:39 am
by Eudes
Hi Hunab,

Yes but I can not make that for each mob on the server. In fact I'm willing to create spots with animals, adults will aggro the player, but youth will flee... so I can not manage a path for each of them because it is about a few hundreds!

Re: [ Mapping ] Aggro vs Fleeing

PostPosted: Tue Jan 20, 2015 1:45 pm
by HunabKu
What your search is brains.
A Brain is the comportment of the mob.

Create the brain YourMobBrain where you define the fleeing comportment.
Make a scripted mob YourMobScript and attribute the brain.
Create in game ith /mob create DOL.GS.YourMobScript

Re: [ Mapping ] Aggro vs Fleeing

PostPosted: Tue Jan 20, 2015 2:46 pm
by Eudes
So it takes some scripting. I was hoping for some trick to avoid that point :)

Thanks