Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 3 4 [5] 6 7 8

Author Topic: [DFHack] modtools/create-unit (version 0.4) (beta)  (Read 30620 times)

expwnent

  • Bay Watcher
    • View Profile
Re: [DFHack] modtools/create-unit (version 0.3.2) (beta)
« Reply #60 on: July 25, 2015, 07:20:45 am »

Try this:

Code: [Select]
modtools/reaction-trigger -reactionName T0QUEENEGG -command [ modtools/create-unit -race CHIDDRIN -caste T0QUEEN -civId \\LOCAL -groupId \\LOCAL -name ]
« Last Edit: July 25, 2015, 07:22:27 am by expwnent »
Logged

taldarus

  • Bay Watcher
  • Awkward Post Master
    • View Profile
Re: [DFHack] modtools/create-unit (version 0.3.2) (beta)
« Reply #61 on: July 25, 2015, 08:37:32 am »

Thanks again,

Spawned em inside of rock. When I dug em out, they were friendly. But I could never seem to get them to spawn in open space, always in the rock.
Logged

expwnent

  • Bay Watcher
    • View Profile
Re: [DFHack] modtools/create-unit (version 0.3.2) (beta)
« Reply #62 on: July 25, 2015, 09:45:33 am »

Uh, yes. That's because I haven't done the part that sets their location so they just end up wherever DF's arena code happens to spawn them.
Logged

taldarus

  • Bay Watcher
  • Awkward Post Master
    • View Profile
Re: [DFHack] modtools/create-unit (version 0.3.2) (beta)
« Reply #63 on: July 25, 2015, 10:25:12 am »

Cool!

So nothing I can do on my end, yes? They weren't civ members is normal? Oh, and the name thing, names where numbers? All location problem?

Sorry for being a noob, just trying to be thorough (I think that is good Beta testing?)
Logged

expwnent

  • Bay Watcher
    • View Profile
Re: [DFHack] modtools/create-unit (version 0.4) (beta)
« Reply #64 on: July 27, 2015, 07:55:11 am »

Version 0.4 is up. Follow the installation instructions in the first post. It requires updates to a few existing scripts, and it also requires a few new scripts.

You can now equip items on units, and it is convenient to equip the most recently created item on the most recently created unit without knowing the id of either. You can equip items on any body part in any way, so feel free to have swords sewn in to spleens or haul stone blocks with your tongue if you really want to. I have no idea whether equipping armor on internal organs will grant extra protection or not. It would not surprise me if it did.

There isn't much documentation but if you look at validArgs you should be able to figure most of it out.

Code: [Select]
modtools/create-item -creator 110 -material CREATURE_MAT:HYDRA:TOOTH -item GLOVES:ITEM_GLOVES_GLOVES -rightHand -quality Masterful
modtools/equip-item -unit \\LAST -item \\LAST -mode Worn -bodyPart BRAIN

TODO:
  * make it so create-item accepts "-creator \\LAST"
  * make a tool for setting unit proficiencies
  * allow spawning existing historical figures
« Last Edit: July 27, 2015, 08:01:46 am by expwnent »
Logged

Roses

  • Bay Watcher
    • View Profile
Re: [DFHack] modtools/create-unit (version 0.4) (beta)
« Reply #65 on: July 27, 2015, 12:11:59 pm »

Hmm, did you try testing if the item stays equipped properly in a fight, or whenever it's inventory is checked by the game itself? And I assume both -unit and -item will also accept normal unit and item ids?
Logged

expwnent

  • Bay Watcher
    • View Profile
Re: [DFHack] modtools/create-unit (version 0.4) (beta)
« Reply #66 on: July 27, 2015, 01:55:24 pm »

I did not, and they do.
Logged

Prismatic

  • Bay Watcher
    • View Profile
Re: [DFHack] modtools/create-unit (version 0.4) (beta)
« Reply #67 on: August 04, 2015, 05:11:37 am »

Pretty basic question, but how exactly do you spawn units that are hostile to everything?
Logged

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: [DFHack] modtools/create-unit (version 0.4) (beta)
« Reply #68 on: August 04, 2015, 12:18:47 pm »

Pretty basic question, but how exactly do you spawn units that are hostile to everything?
Civ -1 is a special "I don't like anyone" team.  I haven't noticed creatures of the same species fight each other even in Civ  -1, but that could be an artifact of them seeing each other as too big to be easy prey.

Is there any real difference between spawning a cluster of wild animals and spawning a bunch of them independently?
Logged
Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

expwnent

  • Bay Watcher
    • View Profile
Re: [DFHack] modtools/create-unit (version 0.4) (beta)
« Reply #69 on: August 05, 2015, 02:59:04 pm »

I don't think it's possible to make wild animals of the same race attack each other.
Logged

Rumrusher

  • Bay Watcher
  • current project : searching...
    • View Profile
Re: [DFHack] modtools/create-unit (version 0.4) (beta)
« Reply #70 on: August 05, 2015, 06:55:38 pm »

I don't think it's possible to make wild animals of the same race attack each other.
uhh slap a mood on one of the animals? or set one of their opponentjob id to one of the animals?
I'm away from the game to write up a script that would do this at the moment.
Code: [Select]
opponent.unit_id=using GM-editor or warmist Gm-unit might help out spawning better creatures.

there also fiddling around with Sites because some how you can edit just about EVERYTHING about a site population.
want necromantic vampire dogs with normal dwarves in a elf camp sure no mods about it.
also I think you can set them to be either alive or dead which explains tombs.
« Last Edit: August 05, 2015, 07:05:27 pm by Rumrusher »
Logged
I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

expwnent

  • Bay Watcher
    • View Profile
Re: [DFHack] modtools/create-unit (version 0.4) (beta)
« Reply #71 on: August 08, 2015, 03:30:53 pm »

I meant making them "naturally" attack each other on sight. Putting them on opposing teams. It's probably possible but I don't know how.
Logged

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: [DFHack] modtools/create-unit (version 0.4) (beta)
« Reply #72 on: August 08, 2015, 11:56:24 pm »

Is there any chance of adding an age parameter, even if this version it's only valid for fully-mature creatures?  Pretty please?  I can customize the code for my mod, but I'd rather my players benefit from general DFHack bug-fixes.
Logged
Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

expwnent

  • Bay Watcher
    • View Profile
Re: [DFHack] modtools/create-unit (version 0.4) (beta)
« Reply #73 on: August 09, 2015, 12:40:39 am »

Yes, I can do that. I'll do that next. Thanks for reminding me.
Logged

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: [DFHack] modtools/create-unit (version 0.4) (beta)
« Reply #74 on: August 09, 2015, 01:32:00 pm »

Thank you, I really appreciate that.
Logged
Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map
Pages: 1 ... 3 4 [5] 6 7 8