  | |  | R: [MUD-Dev] DGN - Method of controling NPC 's. | R: [MUD-Dev] DGN - Method of controling NPC 's. 2003-12-07 - By Ghilardi Filippo
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From: Tony Hoyt
> And it revolves around controling Mobs. > The ideas was this, Mobs/NPC's in general where seperate > applications that where launched via Cron jobs and then acted like > a local client to the server. The jobs where cron-ed due to allow > for a random selected time to occure before the NPC to spawn. > Thus every NPC in the game was really just a seperate > mini-local-client that controled a unique character type.
I would never use Cron jobs for a couple reasons...
- What happens if mob/npc isn't killed? Cron will spawn another anyway?
- Using Cron you spawn mob/npc at very precise hours/times....
those issues can be worked around but there's other solutions that have more freedom in case you need.
You could simply setup a deamon that read from a configuration file what to spawn and at wich frequency and variance... Then make this deamon to spawn whatever is needed. Doing so, you have a common place that can keep informations on what is active, what isn't and need to be spawned or when. I think that is more flexible (and at same time very similar with what you tought initially)
Another point is if is really necessary to have a different executable for each mob. Depending on size of your world it could end up having thousands of them in memory. Could be interesting to have a single executable to deal with a bunch of mobs of the same kind.
ciao ciao Filippo __ ____ ____ ____ ____ ____ ____ ____ ____ ____ MUD-Dev mailing list MUD-Dev@(protected) https://www.kanga.nu/lists/listinfo/mud-dev
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