[DiscordArchive] I'm wondering, what do you guys think about having additional(and optional) systems while keeping t
[DiscordArchive] I'm wondering, what do you guys think about having additional(and optional) systems while keeping t
Archived author: Titi • Posted: 2021-03-31T17:10:30.530000+00:00
Original source
I'm wondering, what do you guys think about having additional(and optional) systems while keeping the old ones ?
Like if we introduce a new scripting system that is much better but isn't forced, to not break the old content and you can choose the creature to use the old or new system and the new system can be added to creatures over time, would you guys think it would be bad or not to have multiple systems available and to support?
Archived author: Claudiodfc • Posted: 2021-03-31T17:24:16.370000+00:00
Original source
I love the idea if it improves massively the scripting accessibility
Archived author: Claudiodfc • Posted: 2021-03-31T17:24:30.110000+00:00
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Sometimes I feel like SAI struggles in resolving some issues
Archived author: Claudiodfc • Posted: 2021-03-31T17:24:46.316000+00:00
Original source
Mostly due to lack of care overtime and not the best solution is designed
Archived author: Claudiodfc • Posted: 2021-03-31T17:25:03.324000+00:00
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So people work around the bugs instead of improving SAI
Archived author: Hacki • Posted: 2021-03-31T17:33:28.069000+00:00
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I played around with SAI today and its seems like it can do pretty much everything you could want
Archived author: Hacki • Posted: 2021-03-31T17:33:54.216000+00:00
Original source
Sure there are things that should be added to it but I don't think we need a completly new scripting system as it would add nothing better to the table
Archived author: Hacki • Posted: 2021-03-31T17:35:26.559000+00:00
Original source
One thing I thought would be great is, if SAI scripts could execute Lua scripts. You would be able to pretty much script everything in SAI, and if there ever is something that is too complex you could have an SAI event that executes a Lua script
Archived author: Jeebus • Posted: 2021-03-31T17:38:20.043000+00:00
Original source
This, this would be amazing.
Archived author: Deleted User • Posted: 2021-03-31T18:57:00.007000+00:00
Original source
So I have been playing with SAI for the past few days and I have discovered multiple large issues with the system, plus an issue with a Unit Flag.
First of all, TimedActionLists cannot be called if the unit is in combat. I circumvented this problem by adding a dummy NPC i'm calling a "brain controller". My NPC boss now tells that out of combat dummy to run the TimedActionList, and that actionlist makes the boss NPC do things. This has limitations, because not everything works as a non-self event.
I cannot make a creature move somewhere while in combat, combat AI seems to override any SAI movement. The only exception I've found is Jump, which can cause momentary Evading.
Evading can be solved by stunning the NPC, however the Stunned unit flag (262144) has no effect on AC whatsoever from my testing. Even NPCs that naturally have this flag (Warsong Peon, ID 27558, in Dragonblight) get no effect from this unit flag. (You can test it by using `.npc set faction temp 974` on the peon) This means the only way to make an NPC properly jump in combat without evading and resetting is by using a spell to self-stun, which adds a new issue because this doesn't work if the boss is stun-immune.
In addition to all of that, there doesn't appear to be a way to make an SAI trigger only when the previous step is complete. If you go to Deadmines and kite Mr. Smite far from his normal location and beat him up below 67% health he will still work properly. He pathfinds to the chest, *then* he triggers his other actions. This appears to be impossible to replicate with SAI, the time until the next action begins when the previous action begins, not when it ends.