Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 231 232 [233] 234 235 ... 364

Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 645023 times)

Flying Teasets

  • Bay Watcher
  • another nation, or a non-governmental entity
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3480 on: April 07, 2019, 10:00:31 am »

Hmm. I can't see any reason those would cause that issue.
Sorry for the bother. I think it's a preexisting bug caused by one of the custom races I added earlier.
Logged
Not here at the moment

dfnew

  • Escaped Lunatic
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3481 on: April 14, 2019, 11:44:51 am »

Is there a token to have a creature pick up items (rocks, bones, etc) and throw them?
Logged

dfnew

  • Escaped Lunatic
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3482 on: April 14, 2019, 04:46:59 pm »

Would this work for a creature to throw a rock or am I missing something here?

[CAN_DO_INTERACTION:MATERIAL_EMISSION] [CDI:ADV_NAME:Throw Rock] [CDI:USAGE_HINT:ATTACK] [CDI:BP_REQUIRED:BY_CATEGORY:HAND] [CDI:MATERIAL:STONE] [CDI:TARGET:C:LINE_OF_SIGHT] [CDI:TARGET_RANGE:C:15] [CDI:MAX_TARGET_NUMBER:C:1] [CDI:WAIT_PERIOD:3]
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3483 on: April 14, 2019, 05:16:37 pm »

STONE isn't a valid material, needs to be a specific stone

dfnew

  • Escaped Lunatic
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3484 on: April 14, 2019, 05:26:10 pm »

Oh ok thanks. If I changed it to BONE would this work as a way for the creature  to throw bones?
Logged

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3485 on: April 14, 2019, 09:53:53 pm »

Youd have to define the species from which the bone comes from, again theres no such thing as generic bones, but yes a material emission can launch bones.

Like CDI:MATERIAL:CREATURE_MAT:DWARF:BONE might work, not at my laptop right now.
Logged
I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

dfnew

  • Escaped Lunatic
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3486 on: April 15, 2019, 05:21:22 am »

Thanks I'll test it out
Logged

dfnew

  • Escaped Lunatic
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3487 on: April 15, 2019, 06:25:23 pm »

Hm. Didnt work or it didnt want to use it. I will keep messing with it
Logged

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3488 on: April 16, 2019, 05:58:00 am »

older 2012 !!SCIENCE!! on material emission attacks: http://www.bay12forums.com/smf/index.php?topic=101560.0
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

dfnew

  • Escaped Lunatic
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3489 on: April 16, 2019, 10:18:04 am »

Thanks. I think I'll try giving it an in game emission attack and then slightly modifying it until it works.
Logged

Flying Teasets

  • Bay Watcher
  • another nation, or a non-governmental entity
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3490 on: April 18, 2019, 12:17:24 am »

What personality traits govern apprenticeship rejections?
Logged
Not here at the moment

Hetsin

  • Bay Watcher
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3491 on: April 20, 2019, 01:22:47 pm »

Is there are particular purpose to having a creature with a [PET_VALUE] token without a [PET] or [PET_EXOTIC] token, or should the always be paired?
Logged

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3492 on: April 20, 2019, 03:02:16 pm »

Entities can be set to domesticate creatures that arent normally tameable, and if it doesnt have a petvalue theyll only cost 1 embark pt per animal. Its safe to include it, for sure. It wont cause any problems.
Logged
I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Hetsin

  • Bay Watcher
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3493 on: April 20, 2019, 04:24:11 pm »

So default creatures, like penguins and cuttlefish, that don't have [PET] or [PET_EXOTIC] tokens, but do have a [PET_VALUE], would technically be 'bugged' in that respect since no default entity uses them as specifically domesticated animals?
Logged

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3494 on: April 21, 2019, 05:13:46 pm »

Not bugged at all. Theyre just not supposed to be tameable by normal civs or even elves, but if you did make a civ that has domesticated them, then they would have a pet value already attached to them, so adding one wouldnt be necessary.
Logged
I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.
Pages: 1 ... 231 232 [233] 234 235 ... 364