Sounds pretty nice. Put a component on the dummy that can be toggled using commands, then have some AI methods that are dealing with the go_to/use approach of it.
Bonus points if the component has some sort of filtering system, i.e. a list of hearthlings (or rather entity ids) that are allowed to use it. That way you could even have “personal dummies”. I think beds are somewhat personal these days, so a quick look on how to do it there could be useful.
If you have the component control the AI a bit too, you could have various things as well. For example, the component could define an effect to be played - that way, a knight dummy would see the unit beating it, whereas a refrigerator could improve the stamina using a freeze-effect on the hearthling, or something like that.
1 Like
To be fair this is still out of my depth but it’s a good idea. Hell I haven’t gotten past the coordinate problem yet :’), but if you have inspiration and or the skill, give it a try! May the best dummy win anyone reading this here especially gifted with the modeling programs? I haven’t made a dummy yet and could probably wrangle something up but at this point we might as well make it a board thing because I think I’ve seen every single modder on the entire board say hello by now…
When you’re lacking a model, my usual approach is to either use something extremely ridiculous (say, sheeps as christmas tree baubles), or something that already exists and fits closely (i.e. some mannequin or something in this case). Or maybe just the hearthling model in this case. Or a goblin one?
1 Like
Yeah I did that too, my current stand in is one of those little wooden buggers.