Philip P. Ide

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blog:opensim:cortex_ai:npccontroller

NPC Controller

This is a living document that will be updated as the system evolves
Last Updated: 2025-Dec-19 11:57

For convenience, the controller object is multi-prim. The root prim contains the scripts and the animations, the child prims contain actor-specific files The Cortex-Ai system is composed of three main components:

  1. An external module to fetch current data for individual actors
  2. An in-world controller for wrangling actors
  3. An in-world attachment worn by actors

This document is about the controller, which wrangles actors. Its primary purpose is to fetch data from the external source, determine whether an actor should be spawned or not, feed it friends data - which includes a list of friends and the various file UUIDs for saying 'Hello' to them or for conversations - and feeding the actor with action lists. It will also activate and deactivate animations.

Child-Prim Script

Child-prims of the controller object will contain a satellite controller script, animations, notecards and images that will be used by the actor. This makes for easy administration. For example, if you have two hundred animations in a single-prim controller object, and then decide you no longer need an NPC, you can delete its configuration files without problem but deleting animations can be fraught with danger: another NPC may require them. With a prim for each NPC, you can simply delete everything in the prim's inventory - or unlink the prim and delete it completely.

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blog/opensim/cortex_ai/npccontroller.txt · Last modified: by Phil Ide

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