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Messages - TheDorf

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106
Utilities and 3rd Party Applications / Re: DFHack 0.40.13-r1
« on: September 29, 2014, 03:03:00 pm »
interaction-trigger does not work in the arena AFAIK, probably for the same reason most tick-based repeating loops don't.

I'm testing it in adventure mode though. Should the commands that I posted work, or are they completely wrong?

Also, how would I go about launching scripts every time a new region is loaded? I'm writing a script that should log the beliefs of any historical figures the player meets, but I have no idea how to automate the launching of the script. I'm not sure if "region" is the right term, but I need to the script to run whenever a new historical figure might be loaded.

107
Utilities and 3rd Party Applications / Re: DFHack 0.40.13-r1
« on: September 29, 2014, 02:40:33 pm »
Do interaction-triggers work properly? The way I understood it, roses' spell scripts seem to work in the arena, but not with interaction-trigger.

Is there any quick way to test this? I am still getting the too few actors error for the create-item script, so I guess that's suggesting it's working.

Code: [Select]
modtools/interaction-trigger -onAttackStr "summons a steel sword" -command [ devel/print-args "Steel sword summoned" ]
modtools/interaction-trigger -onAttackStr "summons a steel sword" -command [ rendermax ]
Doesn't do anything at all though. Now, I'm not sure if using devel/print-args like this should work, but simply writing the command "rendermax" into the console generally throws an error. This doesn't though, and nothing happens.

108
Yes it should be, there is still a problem with interaction-trigger that I am not understanding. Asked expwnent (the author of interaction-trigger) but he is busy at the moment so I don't expect an answer any time soon. As far as I know, the examples I posted *should* work just fine. That is to say, they work if I take out the interaction-trigger part and just run them via command line. For instance,
Code: [Select]
wrapper -unitSource 0 -unitTarget 1 -script [ special/projectile -unit_source !SOURCE -unit_target !TARGET -item AMMO:ITEM_AMMO_BOLTS -mat STEEL -number 1 ] -radius 3,3,0 -maxtargets 5Works just fine in the arena (after spawning at least two units). But
Code: [Select]
modtools/interaction-trigger -onAttackStr "shoots a bolt of steel" -command [ wrapper -unitSource \\ATTACKER_ID -unitTarget \\DEFENDER_ID -script [ special/projectile -unit_source !SOURCE -unit_target !TARGET -item AMMO:ITEM_AMMO_BOLTS -mat STEEL -number 1 ] -radius 3,3,0 -maxtargets 5 ]Doesn't trigger.

Oh, right, sorry. Thought it was only the "special-x" ones that weren't working, but thank you for the info. If you figure it out, let me know - I'll be needing triggers not only for my spells, but also for the script that I'm working on.

109
Actually I just wrote that all, since the one on github is out of date. I will be copying that into github though.

Just noticed, and edited accordingly. Awesome work at any rate. :)

Edit: Still unable to get it to work though xD Even tried the steel bolt thing :c If anybody could post a copy-paste example, that'd be awesome. This should be compatible with DFHack 0.40.13-r1, right?

110
Awesome job with the help section! A huge "thank you" is in place for this, as it will make life a lot easier for noobs like me. :)

111
DF Modding / Re: Can't figure out what I'm doing wrong here.
« on: September 29, 2014, 10:49:19 am »
Well, that cleared out the errors. Now I just need to make the attacks not be terribly weak (is that a contact area issue, or a weakness in the nail tissue?), and toughen the beast up a fair bit.

[ATTACK_VELOCITY_MODIFIER:X] is probably the easiest way to change the deadliness of a creature's natural attack.

112
DF Modding / Re: Modding evil zones
« on: September 29, 2014, 10:47:14 am »
Umm... Theres something regarding what class is effected, I think something like [GENERAL_CLASS_POISON] If you put that to something else, they may not be affected. I'm not 100% sure though.

Yeah, but that makes all dwarves immune to poisons and all syndromes thats not what I want. I want to specifically remove the fact that things are raised for no apparent reason in evil biomes. Rain making dwarves husks is fine.

Use Ctrl-H in something like Notepad++ to change it to something else in all raws. Pretty sure that would brick necromancy, werecreatures and vampires too though.

113
DF Modding / Re: Siege engines
« on: September 29, 2014, 10:43:11 am »
I'm pretty sure you could use DFHack to essentially "construct" an immobile "creature" that could use interactions and stuff. If you know LUA I bet you could also write a script that uses the reactions of a custom workshop to load the "siege-engine-creature" with the least ammo. I'm inexperienced with doing custom stuff with DFHack though, so I'm not entirely sure.

114
DF Modding / Re: Can jobs be made to take longer?
« on: September 29, 2014, 10:38:17 am »
I'm pretty sure you can't change how long reactions take (except for possibly using DFHack, I have no idea about this though, it's just a theory), but I suppose you could split the reactions up into a bunch of reactions.

For example, you should be able to create reactions that do something like the following:
Bar -> Started complex metal-shaping
Started complex metal-shaping -> Half-finished complex metal-shaping
Half-finished complex metal-shaping -> Finished product

Might not be what you're looking for, but that's what I can come up with at the time being.

115
Utilities and 3rd Party Applications / Re: DFHack Spells (updated 9/1/14)
« on: September 26, 2014, 06:31:27 am »
@expwnent: Does interaction-trigger work in the arena?

There are definitely some errors on my part, but even after fixing them and trying to test these interactions the scripts just aren't triggering. Does onLoad.init not work in the arena? I'm stumped. I tested things with the command line, not the triggers so I am new to all this.

EDIT: Yeah, I'm not sure what is going on, simply replacing \\ATTACKER_ID and \\DEFENDER_ID with the actual unit id numbers and running via command line shows that the scripts are working (i.e. I can make a unit fling a spear, or conjure a dagger), but when placed in interaction-trigger they don't seem to be working.

EDIT2: @TheDorf: This is an embarrassment on my end. I seem to have uploaded a half-way version to my github, everything is the same except the "special" scripts (I really need to think of a better word) are not like the others (i.e. they are still special- and not special/ ) but even with the non-half-way version they still aren't working. (See above) For now you can just replace the special/falling and special/projectile with special-falling and special projectile. Or you can download the new version from GitHub or DFFD. Sorry!

No worries, just happy to help with noticing bugs etc. :) Thank you for looking into it - now I don't have to feel like a complete idiot who doesn't even manage to launch scripts with the help of the author xD


116
Utilities and 3rd Party Applications / Re: DFHack Spells (updated 9/1/14)
« on: September 25, 2014, 05:27:40 am »
Hmm, don't have time to look into it now, but I assume since you didn't mention it, DFHack isn't spitting out any errors? If that is the case it is most likely something wrong on my end, I will look at it soon.

Once every time I run DF, it seems to throw an error saying "Too few actors". I really just can't get it to work, I've tried everything that seems reasonable to me.

117
Oh god, this is adorable! I'm so getting this! :D

Edit: Just noticed PE's LNP comes with this. I'll be playing with this from now on. Awesome work. :D

118
Utilities and 3rd Party Applications / Re: DFHack 0.40.13-r1
« on: September 24, 2014, 02:34:51 pm »
I forget but I might have set it up so it only prints the message once per run of DF, which makes it really awkward to test.

Yeah, this seems to be the case.

I just don't get why it doesn't work though... I've tried making it only possible to cast it on myself, I've tried casting on others, I have 12 different lines attempting to do very similar things. I've even gotten an example from the author of the script, but I can't even get that to work.

Does anyone have a working spell that uses create-item.lua? If anyone does, it would be greatly appreciated if you could share the onLoad.init, the interaction and the creature files with me. I'm starting to feel like giving up. :c

Good thing VERBAL_SPEECH points to a text file and takes lines from it at random.

Try out, say, Fortbent, where there are a few creatures (ebubbles) that have hundreds of lines in their verbal_speech files for their interactions.

Not sure if this was aimed at me, but I have no idea how to use VERBAL_SPEECH (or apparently anything else, for that matter) in scripts O_o



Edit: I remember reading something about activating the triggers somewhere (Something like "enable interaction-trigger"). Does this still have to be done? If yes, what exactly do I need to type?

119
Utilities and 3rd Party Applications / Re: DFHack 0.40.13-r1
« on: September 24, 2014, 01:53:50 pm »
Too few actors is something EventManager prints when it can figure out either the attacker or the defender but not both. Can you figure out what makes that happen?

Heh. I might have been silly and not tested self-interactions. Does it work if you cast it on someone else?

I'm sorry, but I don't think I'd be able to. I can't seem to figure anything out at all xD

Well, the error is a bit weird, it seems to just show up really rarely. Casting on others doesn't seem to work either, but that hasn't generated any errors so far.


Edit: Got the error when casting on someone else. Also tried a bunch of different settings for the summoning of a steel sword.

Spoiler (click to show/hide)


120
Utilities and 3rd Party Applications / Re: DFHack 0.40.13-r1
« on: September 24, 2014, 01:10:12 pm »
You can also invoke devel/print-args (e.g. "devel/print-args test") in onLoad.init to display a message if/when onLoad.init is run.
Also, have you verified that the file was saved as "onLoad.init" and not "onLoad.init.txt"?

Thank you guys.

Spoiler (click to show/hide)

devel/print-args seems to be working, and nothing happens when I copy-paste the lua code into DFHack, so I guess I've got a bunch of syntax errors in every single line, seeing as none of them work :c You guys wouldn't happen to know what "too few actors" means? Every now and then, the following generates that message:
Code: [Select]
[CDI:VERB:conjure a bound dagger:conjures a bound dagger:NA]
Code: [Select]
modtools/interaction-trigger -onAttackStr "conjure a bound dagger" -command [ item/create -unit \\ATTACKER_ID -item WEAPON:ITEM_WEAPON_DAGGER_BOUND -mat SOUL_BOUND -inventory -dur 86400 ]
I've also tried
Code: [Select]
[CDI:VERB:summons a steel sword:summons a steel sword:summons a steel sword]
Code: [Select]
modtools/interaction-trigger -onAttackStr "summons a steel sword" -command [ item/create -unit \\ATTACKER_ID -item WEAPON:ITEM_WEAPON_SWORD -mat STEEL -inventory ]which is code given to me by roses, but I can't get that to work either. :s

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