Okay I apologise John, I came here to post some new ideas and just saw your question
You could effectively, and lower the attack speed of the NPC. Anyway in the end I just stuck to the usual NPCs, the spoken to front / side is important to use though...
Anyway if you had an 'enemy npc' with a quick turn rate the spoken to left / right wouldnt matter, because when the player approached them they would begin turning when the player entered their 'set distance' or 'visibility' radius. You could set it low enough to have them turn when needed, and use the reset option to have them return to their set positions, like in warband. I saw a few videos online poking fun at Kings Field's 'when spoken to' animations. https://youtu.be/koqwTYg4qEU
Having NPCs as enemies would work really well because you have a trigger (possibility for a wave, beerchug etc) , and six possible different movement animations, range detected (for 'attacks'), voices, and sounds.
Anyway I came to post about using the 'seated to standing' to change from one set of animations to another. For example a seated enemy that is asleep, then woken up by the player.
Quote:Ben, can you give the enemy/npc's a long attack animation and lower the AI emphasis so that it doesn't continually repeat a quick loop?
You could effectively, and lower the attack speed of the NPC. Anyway in the end I just stuck to the usual NPCs, the spoken to front / side is important to use though...
Anyway if you had an 'enemy npc' with a quick turn rate the spoken to left / right wouldnt matter, because when the player approached them they would begin turning when the player entered their 'set distance' or 'visibility' radius. You could set it low enough to have them turn when needed, and use the reset option to have them return to their set positions, like in warband. I saw a few videos online poking fun at Kings Field's 'when spoken to' animations. https://youtu.be/koqwTYg4qEU
Having NPCs as enemies would work really well because you have a trigger (possibility for a wave, beerchug etc) , and six possible different movement animations, range detected (for 'attacks'), voices, and sounds.
Anyway I came to post about using the 'seated to standing' to change from one set of animations to another. For example a seated enemy that is asleep, then woken up by the player.