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Creating NPC Behavior

1. Creating the NPC Behavior

The character in this example uses a Custom type character definition, since they only need to move around, and don't need access to the guard or wildlife API. The character's behavior is driven by a custom Verse Behavior named verse_commander_character.

The character in this example uses a Custom type character definition, since they only need to move around, and don't need access to the guard or wildlife API. The character's behavior is driven by a custom Verse Behavior named verse_commander_character.

To get started creating the custom NPC, create a new NPC Behavior named vese_commander_character using Verse Explorer. For info on creating your own custom NPC behaviors, see Create Custom NPC Behavior.

The character needs to know and manage the following properties:

  • CommandWaitTime: How long to wait between each command.
  • FocusTime: How long to force focus on a target. Turning the character left or right is handled by using the character's focus_interface to force them to face a particular point to their left or right. Since focusing on a target doesn't complete unless interrupted, this is set to a very low number, just enough time for the character to turn to face a direction.
  • ReachRadius: This is how close the character needs to get to their navigation target to consider having “reached” it.
  • VerseCommanderMinigame: This is a reference to the VerseCommanderMinigame in the level, and lets the character listen for commands coming from it.
  • VFX and Arrow References: These reference the different teleport in/teleport out VFX, as well as the Forward Arrow prop which makes it easier to see the character's orientation.

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Last updated 2024-12-05T00:00:00+00:00

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