Kids Playing Tag Scripts

/*
1. Script name: Children Playing Tag 1.1

2. What it does: A little update to Ralf Schemmann's excellent script for tag playing children. With the additions of a couple of 
waypoints and a bit of extra code it ensures that the children stays within a defined area and don't run off into the woods.

3. Notes: First create the children that you want to be playing tag and set their Tag's to TAGCHILD.

Then, in the OnSpawn script you need to make sure that the SetSpawnInCondition (NW_FLAG_HEARTBEAT_EVENT); line is uncommented.

You also need to place an extra line just below that says
SetLocalInt(OBJECT_SELF, "nChasing", 0); for the children that you want to start as being chased, and
SetLocalInt(OBJECT_SELF, "nChasing", 1); for the one child that you want to start out as the chaser.

You then need to place 5 waypoints, one that has the tag KidTagCenter, and the other four that have the tags TagArea0, TagArea1, TagArea2 and TagArea3.

The following script then goes into the OnUserDefined for all of the children.

NOTE: I've uncommented the lines regarding the haste effect that the chaser would apply to himself because I had problems getting it removed 
once it was in place, I've included it as a comment out of completness. If you want to use it then you might also want to have a line with in 
the OnSpawn spript that applies the haste effect to the predefined chaser.
*/
//tag-playing children by Ralf Schemmann
//July 17th, 2002
//
//Minor additions by Elhimac
//Updated 22 July 2002
//
//if owner is chasing
void main()
{
    int nUser = GetUserDefinedEventNumber();
    if(nUser == 1001) //HEARTBEAT EVENT
    {
       object oPlayground = GetWaypointByTag("KidTagCenter");
       object oTagArea = GetWaypointByTag("TagArea"+IntToString(Random(4)));
       if (GetDistanceToObject(oPlayground) > 6.0f)
       {
           ClearAllActions();
           ActionForceMoveToObject(oTagArea,TRUE, 0.0f);
       }
       if (GetDistanceToObject(oPlayground) < 6.0f)
       {
            if (GetLocalInt(OBJECT_SELF, "nChasing") == 1)
            {
                //Find kid to chase
                object oChased = GetNearestObjectByTag("TAGCHILD");
                //Is owner close enough to tag?
                if (GetDistanceToObject(oChased) < 2.0f )
                {
                    //Tag and switch roles
                    SpeakString("Tag!", TALKVOLUME_TALK);
                    AssignCommand(oChased, ClearAllActions());
                    SetLocalInt(OBJECT_SELF, "nChasing", 0);
                    SetLocalInt(oChased, "nTagged", 1);
                    //RemoveEffect(OBJECT_SELF, EffectHaste());
                    ClearAllActions();
                    ActionMoveAwayFromObject(oChased, TRUE);
                }
                //if still too far away, move after target
                else
                {
                    ActionForceMoveToObject(oChased, TRUE, 0.0f);
                }
            }
            //owner is being chased
            else
            {
                //If kid has been tagged, wait a hearbeat then start chasing
                if (GetLocalInt(OBJECT_SELF, "nTagged") == 1)
                {
                    SetLocalInt(OBJECT_SELF, "nTagged", 0);
                    SetLocalInt(OBJECT_SELF, "nChasing", 1);
                    //ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectHaste(), OBJECT_SELF);
                }
                //if not been tagged, run away from chaser or move closer to other kids
                else
                {
                    //Find Nearest tag-playing child
                    object oChaser = GetNearestObjectByTag("TAGCHILD");
                    //if this is the chaser
                    if (GetLocalInt(oChaser, "nChasing") == 1)
                    //run away from chaser
                    ActionMoveAwayFromObject(oChaser, TRUE);
                    else
                    //run after other kid
                    ActionForceMoveToObject(oChaser, TRUE, 4.0f);
                }
            }
        }
    }
}
//tag_spawn.nss
#include "NW_I0_GENERIC"
#include "ginc_event_handlers"
#include "ginc_math"

void main()
{

	// ===================================================================
	// *** CUSTOM USER DEFINED EVENTS ***
	// *   The following settings will allow the user to fire one of the blank user defined events in the NW_D2_DefaultD.  Like the
	// *   On Spawn In script this script is meant to be customized by the end user to allow for unique behaviors.  The user defined
	// *   events user 1000 - 1010
	SetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT);        // Fire User Defined Event 1001
	SetLocalInt(OBJECT_SELF, "nChasing", 0); //for the children that you want to start as being chased, and

}
//tag_spawn_chaser.nss
#include "x0_i0_anims"
#include "x0_i0_treasure"
#include "x2_inc_switches"

void main()
{

	// ===================================================================
	// *** CUSTOM USER DEFINED EVENTS ***
	// *   The following settings will allow the user to fire one of the blank user defined events in the NW_D2_DefaultD.  Like the
	// *   On Spawn In script this script is meant to be customized by the end user to allow for unique behaviors.  The user defined
	// *   events user 1000 - 1010
	SetSpawnInCondition(NW_FLAG_HEARTBEAT_EVENT);        // Fire User Defined Event 1001
	SetLocalInt(OBJECT_SELF, "nChasing", 1);

}
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