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Humans don't recognise orcs as monsters #78
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gothic-1-community-patch/scriptbase/_work/Data/Scripts/Content/AI/AI_Intern/C_Functions.d Lines 151 to 166 in e66b303
changed to func int C_NpcIsMonster(var C_NPC slf)
{
PrintDebugNpc (PD_ZS_DETAIL,"C_NpcIsMonster");
PrintDebugString (PD_ZS_DETAIL,"...name: ", slf.name);
if (slf.guild > GIL_SEPERATOR_HUM)
{
PrintDebugNpc (PD_ZS_DETAIL,"...true");
return TRUE;
}
else
{
PrintDebugNpc (PD_ZS_DETAIL,"...false");
return FALSE;
};
}; |
I am a bit hesitant about this fix, because there is a dedicated, analogous function for orcs (see below) and in the engine the guilds of orcs are also hard coded and often treated separately from monsters (after all they have humanoid models with dedicated head visuals and more elaborate ZS states, which makes them actually more similar to humans). gothic-1-community-patch/scriptbase/_work/Data/Scripts/Content/AI/AI_Intern/C_Functions.d Lines 184 to 191 in 18734a9
Also, from the calls to this function is becomes apparent that orcs are treated differently from monsters. (Changing that function would have break some ZS states of orcs.) Some examples: gothic-1-community-patch/scriptbase/_work/Data/Scripts/Content/AI/ZS_Human/ZS_ReactToDamage.d Lines 51 to 54 in 18734a9
gothic-1-community-patch/scriptbase/_work/Data/Scripts/Content/Magic/ZS/ZS_MagicFreeze.d Lines 8 to 16 in 18734a9
I think it would be dangerous to change that function. Instead, it seems like a guild-attitudes issue to me - although the monster attitudes look fine too: gothic-1-community-patch/scriptbase/_work/Data/Scripts/Content/AI/B_Monster/B_InitMonsterAttitudes.d Lines 484 to 487 in 18734a9
I would rather investigate a bit further as to where exactly lies the origin for them not attacking. In the end it comes down to this important question: Is it noticeable? Do humans ever even encounter orcs in the vanilla game?Because if it's not, I would stay away from it, to not mess up any mods that may depend on this behavior. |
I think the function to modify is gothic-1-community-patch/scriptbase/_work/Data/Scripts/Content/AI/AI_Intern/C_Functions.d Lines 168 to 183 in e57233a
Here are the three contexts in which this function is called. The second one explicitly states that orcs are included. So I suppose to modify the function above and add gothic-1-community-patch/scriptbase/_work/Data/Scripts/Content/AI/B_Human/B_AssessEnemy.d Lines 85 to 97 in e57233a
gothic-1-community-patch/scriptbase/_work/Data/Scripts/Content/AI/B_Human/B_AssessFighter.d Lines 155 to 171 in e57233a
gothic-1-community-patch/scriptbase/_work/Data/Scripts/Content/AI/B_Human/B_ObserveIntruder.d Lines 67 to 77 in e57233a
|
I agree, but I'd like @i5sue5's opinion on that. He knows more about the alpha and the intentions of the developers I suppose. |
#78: Humans recognize orcs as enemies
Humans ignore orcs until they're attacked by them. It's an old oversight from the alpha stage of the game where more interaction with orcs was planned.
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