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Messages - Bogus

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1
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Would it be possible to teleport a being inside a container (cage/other) directly from the teleport command solely? As to say to simulate the game crashing effects of teleporting yourself then having someone drink you within a cup or eat you out of a bowl.

As to which, via running a dfhack script, you could via a workshop, spawn a creature then teleport it directly into a cage placed in a particular area adjacent to the workshop (in the same breadth you could just trigger a cage trap in the same configuration to get around it). same goes for objects, if you wished to create a 'sorter' between conveyorbelts if at all relevant, by having a block/workshop autonomously separate and deposit for example by use of teleporting goods around.

should be possible to put things into cages using general refs, however this is not included in the teleport script afaik so you would have to add that functionality manually. creatures may need additional flag setting when being put in cages. as for creatures contained in other items, i dont know.

as for the eating part, i doubt there is code in the game to handle the process beginning with the fact that normal creatures cant be eaten whole at all. altho vermin can, so maybe part of the game logic can be used for it (doubt it tho). either way it would be a lot of work if possible at all.

unsure if i understood the question correctly, but in principle you can write a sorting script that detects items on position or in building A and teleports them to location B or C. using a teleport script you could also make a building that transports items into another building, either instantly or when a certain condition is met (timer, reaction, ...)

2
DF Modding / Re: I have a question regarding Castes.
« on: September 06, 2016, 02:42:26 am »
nvm was already answered.

3
DF Modding / Re: Modding vegetal sources for milk and wax
« on: September 05, 2016, 06:15:54 am »
theres a storage tag for plant milk and afaik a material template too. the method of production you choose for your milk material does not matter, but in order for it to be treated as milk by the game (basically being cheesable) it needs to have the corresponding tags. same goes for wax pretty much.

in case of doubt check the wiki on material defintion tokens.

4
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: September 03, 2016, 02:33:29 am »
civs with very small and weak creatures were more likely to die out a few versions back.

5
DF Modding / Re: Sentient Weapons, armor, items etc..
« on: August 17, 2016, 01:00:58 pm »
you can theoretically script the whole process. basically you would give the person using the weapon a syndrome that grants an interaction that when triggered spawns that a weapon-creature and removes the weapon from the persons inventory (ofc this kind of sucks because the person will then have no weapon...) - then you run a timer for the creatures lifetime and return the weapon to the persons inventory when it is over.

kind of complicated tho.

6
DF Modding / Re: Doubts about making a creature from scratch
« on: July 30, 2016, 07:28:14 am »
lava blood should be trivial if all materials that creature is made of are magma-safe.

7
you can rather easily make a display in the game screen for this, dfhack has the infrastructure for it. if your code doesnt have to run over all the units every update you can have it update every tick.

8
Utilities and 3rd Party Applications / Re: Script to stop migrants?
« on: July 28, 2016, 05:21:58 am »
Quote
That works, but I have to run it from a workshop every time I load a save.

dfhack.onStateChange should do?

9
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GM editor too, only affects units but its very interesting to look into the peripheral guts of a unit.

actually no, tho the mode is different. you may be able to inspect other world-objects using the gm editor hotkey (such as furniture, ..). otherwise, you can call it from the dfhack console with the name of the target data structure as an argument.

for example: (not sure about the syntax but should be like this)
gm-editor df
gm-editor df.global.world.raws.inorganics
gm-editor dfhack

df is the root for all the original game data dfhack has access to. note that whatever entry point you choose is the root folder for this instance of the editor gui, so if you inspect a specific object (such as a unit), you cannot use the "back" operation to get to the field containing this object (also the same object may be contained in several vectors). so to just freely browse whats going on in df memory, use the df argument. most of the relevant game data including all raws is contained in df.global.world.

regarding changes to the plugin, ive never done any c++ coding with df so i cant tell you how to compile yourself - but you could try making a pull request on the github and that way possibly get feedback from the original author.

10
https://github.com/DFHack/df-structures has xml files detailing the layout of various struct types in the game, including plants:
https://github.com/DFHack/df-structures/blob/master/df.plants.xml

it does not seem to have an age field per se, but there is a grow counter that one could tinker with and also the twigs and branches and all the other stuff seems to be defined here. so my guess is, not having tried it, that you could beef up the original script/plugin fairly easily to do the thing you want to.

and, again, i recommend to you the gm-editor that lets you explore(and edit!) the very same structs in game.

11
DF Modding / Re: Creature Design Questions
« on: July 11, 2016, 04:14:52 am »
transformation interaction could do turning it into a ball, and then the ball creature has more interactions for the shooting of ice and crushing of things etc.

i dont think you can make it only work while in water, and it will be difficult to tell the creature when to use this interaction.

12
DF Modding / Re: Arming my new race
« on: July 09, 2016, 10:51:27 am »
im unsure weapons with the [TRAINING] tag will ever be used by attackers?

anyway, another possibility would be to script it. there already exists infrastructure to equip creatures with items, all you need to do is to write a script that equips invaders of that race with said items.

there is also that civilization leveling script, which allows you control exactly what items a civ has access to. i dont know if they would use it in a siege tho if its not made from metal.

13
thats certainly possible, tho using this tool is likely only marginally less complicated than just writing the selection logic for each script that uses it. i dont think any script in existance has a reason to select units over appearance features, so writing a gui to do this selection would have little practical value.

other than that, that gui were to allow sorting by each and every property a unit can have, it could be useful, but its a lot of flags and things to check.

also, in the examples you mentioned (dwarves with brown beards and shearing stock with long enough hair), you dont find these things in the raws but in the vector for active units.

you can use the gm-editor gui in game to explore df memory and look through this data manually, that way you can easily check out the structure of these entries and where things are saved.

14
DF Modding / Re: specific weapon that affects an specific body part?
« on: June 27, 2016, 10:51:42 am »
yes a dfhack script can easily do that. otherwise, no.

there is already a projectile-trigger script which you can use to run your code when a projectile of that particular gun hits. you probably cant control the hitzone, but the instakilling is not a big deal.

15
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: June 26, 2016, 03:34:10 am »
you can script the entire process, but you will have to override the original details menu and its a lot of work. but potentially, its much more powerful because you can set everything.

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