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Faction Member qualities

Posted: Tue Mar 22, 2016 3:25 pm
by PaulJ
Hi Tony,
just started playing with Love/Hate, and so far it's all Love :-) One question though...

I get that Traits are what the faction member values in others, and Emotions are governed by the PAD scores. I'm trying to come up with a way for an NPC to behave according to another character's personality. Say NPC X values Discretion. NPC Y has performed indiscrete deeds, but overall X likes Y. She just wouldn't tell him anything confidential. I was thinking one way would be a custom EvaluateRumor function that updates a "Trusts" relationship value. Am I on the right track?

thanks,
pj

Re: Faction Member qualities

Posted: Tue Mar 22, 2016 4:14 pm
by Tony Li
Hi PJ,

That's exactly what I'd do, too.
  • Define a Trust relationship trait.
  • Add a Discretion personality trait.
  • Assign each deed a Discretion value.
  • In your custom EvaluateRumor method, check the rumor's Discretion value and update the NPC X's Trust relationship to Y accordingly. You could also call the default EvaluateRumor from your custom EvaluateRumor if you want to use the default functionality, too.
  • When NPC X needs to decide whether to tell Y anything confidential, she just needs to check her Trust relationship to Y. If it's above a certain threshold, she can tell Y.
If you'd like any pointers on how to code this, just let me know.

Re: Faction Member qualities

Posted: Tue Mar 22, 2016 4:22 pm
by PaulJ
Thanks for the quick reply, Tony. Cool - not only can L/H do what I want, but I actually *get it. Excellent docs help of course.

Taking it another step - if Y herself is indiscrete (or kind or whatever ) - whether or not she values that trait, do you see Love/Hate managing that "trait/quality" of the character itself? Say I want Behaviour Designer to choose an action based on my personal traits, where does that fit in? In a Skill system maybe?

thanks again,
pj

Re: Faction Member qualities

Posted: Tue Mar 22, 2016 6:30 pm
by Tony Li
Hi PJ,

Yes, that would be a good use case. PlayMaker has an action to get a personality trait value, but I see that the Behavior Designer integration package doesn't yet have an equivalent behavior tree task. I'll ask Opsive to add it. It's a short, simple task.

If you reuse Dialogue System conversations for multiple characters, there's another opportunity to check personality trait values. Your conversation could choose particular lines of dialogue based on the speaker's personality.