Character Types and Prefabs

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Characters


Adding characters to your level is important as this will allow you to add other important systems such as conversations which is one way to introduce story elements to your level.

To add characters to your level you must open up the mission script and locate the character table. It should look something like this:

[[File:|frame|none|alt=|caption charactertable.png]]

To add a character in the table you must include the following:

  • name
  • displayName
  • internalName
  • characterType
  • prefab

You can also include some optional parameters:

This would look like the following in code:

-- Character definitions:
	characters = {
		joe = {
			displayName = "Joe Harman",
			internalName = "Joe",
			characterType = "player",
			prefab = "player",
            headProps = {"F_Med_Glasses-01"},
			spawnpoint = "PlayerSpawn",
			voice = "Big_Guard",
		},
	},

Note. When the characterType is virtual you do not need to add a prefab or spawn-point.

Character Types and Prefabs

character type prefab name description image
virtual
  • n/a
virtual characters are characters that you won't see in the level but may communicate with the player using via CryptoChat
player
  • Player_Joe
  • Player_Jen
This will allow you to add a playable character to your game.There can only be one per level.
npc
  • Masculine_Med_BomberJacket_NPC
description
npc
  • Feminine_Med_CardiganNecklace_NPC
description
npc
  • Masculine_Med_CasualBlazer_NPC
description
npc
  • Masculine_Med_CasualJumper_NPC
description
npc
  • Masculine_Med_CoatScarf_NPC
description
npc
  • Feminine_Med_Hoodie_NPC
description
npc
  • Masculine_Med_HorseHead_NPC
description
npc
  • Masculine_Med_LeatherJacket_NPC
description
npc
  • Feminine_Lrg_LongJacket_NPC
  • Feminine_Med_LongJacket_NPC
  • Masculine_Lrg_LongJacket_NPC
  • Masculine_Med_LongJacket_NPC
description
npc
  • Masculine_Med_OpenShirt_NPC
description
npc
  • Feminine_Lrg_SmartJumper_NPC
  • Feminine_Med_SmartJumper_NPC
  • Masculine_Lrg_SmartJumper_NPC
  • Masculine_Med_SmartJumper_NPC
description
npc
  • Feminine_Lrg_SmartSuit_NPC
  • Feminine_Med_SmartSuit_NPC
  • Masculine_Lrg_SmartSuit_NPC
  • Masculine_Med_SmartSuit_NPC
  • Player_Joe
description
npc
  • Feminine_Med_Shirt_NPC
description
npc
  • Feminine_Med_Teen_NPC
  • Player_Jen
description
npc
  • Masculine_Med_TShirt_NPC
description
npc
  • Feminine_Lrg_Vest_NPC
  • Feminine_Med_Vest_NPC
  • Masculine_Lrg_Vest_NPC
  • Masculine_Med_Vest_NPC
description
npc
  • Feminine_Lrg_Waistcoat_NPC
  • Feminine_Med_Waistcoat_NPC
  • Masculine_Lrg_Waistcoat_NPC
  • Masculine_Med_Waistcoat_NPC
description


Voice

There are currently two voices, "Big_Guard" or "Huge_Guard". A table giving more information should go here when more voices are added.

Custom LUTs and head props

This is a subject of it's own, to customise the look of your characters further you will want to read up on Head props and Character Colours.

Virtual characters

Once you have created your virtual characters in order to use them within conversations you will have to add them to a network that is shared with the player. By default the mission script includes a mobile network called "Semaeopus4G" to connect other characters to this network you must use the ConnectToNetwork function. For example: Mission.ConnectToNetwork(mission.characters.terrance,mission.networks.Semaeopus4G.name,mission.networks.Semaeopus4G.userAccessKey)

Adding Guards

When creating guards you must add:

  • Spawn points
  • Patrol route
  • Profile
  • Agent
-- Guard definitions:
	characters = {
		guard01 = {
	             displayName = "Thomas Template",
	             internalName = "Thomas",
	             characterType = "enemy",
		     prefab = "bigGuard",
                     profile = "GuardTemplate.lua",
                     agent = "Guard.lua",
		     spawnpoint = "GuardSpawn",
                     patrolroute = {
                             points = {
                                      "PatrolPoint_0-001",
                                      "PatrolPoint_0-002",
                                       },
                                      cyclic = false,
                                      },
		         },
	            },

Spawn points

To create a spawn point:

  • Create empty game object
  • Add the mission object script to the empty game object
  • Select type "Spawn"

Your inspector should look something like this:

Patrol route

To create a Patrol point:

  • Create empty game object
  • Add the Patrol point script to the empty game object
  • Within the Patrol point script component section you can define the maximum and minimum time a guard spends at the particular point.
  • Repeat this process for as many points as you require.

Your inspector should look something like this:

Profile

When creating a guard you can give each one a personal profile, which will effect how each guard communicates and behaves.

This is a basic template and structure you should use:

Character ={

    Motivation = 0.6,
    Sociability = 0.5,
    FavouriteColor = { 1, 0.5586207, 0, 1 },
    Background = {

		FirstName = "THOMAS",

		LastName = "TEMPLATE",

		Nickname = {
			"Tommy",
		},

		DerogetoryName = {
			"Noggin",
		},

		FavouriteSwear = {
			"gosh-darn",
		},

		FavouriteFood = {
			"slice of Wensleydale cheese",
		},

		FavouriteSnack = {
			"Babybell",
		},

		FavouriteDrink = {
			"coffee",
		},

		BestFriend = {
			"Tristan",
		},

		RecipientPetName = {
			"Sweetums",
		},

		SenderPetName = {
			"Hubby",
		},

		FavouriteExclamation = {
			"Golly",
		},

		RandomHashtag = {
		  "#ROFL",
		},

		Mood = {
	    "happy",
		},

		PastEvent = {
		 "ate",
		},

		FutureEvent = {
			 "eat",
		 },
     },
    },