switching client mobs in Design Philosophy
|
|
I want to let players take over for an AI mob (not when they log in, but when they use the join_game verb), but then return it to AI control if the player leaves the game. Can anyone suggest a good way to design this?
|
Stopping in the middle of AI would be the hard part. you could just check for a client at diferent parts of the AI routines and abort if a client is found. you wouldn't need to worry about using mob.Login() if you do it this way.
Joining is fairly simple. Just make a list of mobs that don't have a client and allow the player to select from that list, then attach the client to the chosen mob. There are a number of commands that will do it. (somemob.client = someclient, somemob.key = someclient.key, someclient.mob = somemob.)