New and improved Guard Patrol Spawn Script! Now with 150% more cleaning
power!
I've updated, cleaned up and touched up my GPSS. It now consists of two scripts
and no initilization required.
What it looks like it does:
Barracks door opens up. Guards come out spaced at random intervals. If its dark
out, guards take out their torches, some do anyway. Not all. They head out to
their guard posts where they perform small random signs of life. When their
shift is over, they head back to the barracks, some running to get to that hot
meal waiting for them. When they get to the barracks they open the door and
disapear inside closing the door behind them.
I put two of these in, one set to spawn and recall at dusk and dawn, the other
set to spawn and recall at dawn and dusk.
So what I get is a two shift rotation. Night guards and day guards. If you like
you could put in three spawners so they don't have to work more than 8 hours.
The scripts are fully commented and should be reasonably easy to implement.
I've had 24 guards wandering one area of my city and cpu usage was negligble. On
the order of 3% on a PIII 850.
Other uses or additions:
Randomize the template that gets selected so that the guards aren't the same. I
like my guards looking the same so that's up to you. You could edit the on_spawn
of the npc's so that they wore differing armours or wielded different weapons if
you like.
Put the heartbeat script on a Momma creature or an Evil altar and it keeps
pumping out critters until the momma is destroyed.
And last but not least, the link:
Click Here
_________________
"Don't assume malice for what stupidity can explain."
"If you don't like what you're hearing or seeing, try changing the channel
rather than trying to run my life."
Lands of Kray