Development Forum |
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c3 nursery metaroom troubleshooting | |
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The Mossy Shee
Jesseth
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2/10/2016 | |
Hey! Jesseth/The Mossy Shee here~
I've made most of the pieces for a revamp or alternate version of the C3 nursery metaroom (If you want to see the bg I did, you can see it here c: -more has been added and tested since in-game.), and I was thinking it might be fun to tweak up some of the stuff that seems to be slightly broken about the room.
To my knowledge, the release of the nursery is bare-bones: It functions, more or less, but there's some bugs and some stuff that was intended for it but doesn't work or never got added. A great example is the incupad- Intended to.. well, be an incubator. It even has a multi-frame animation set up in there, but nothing I or ChameleonSushi (my lovely crash-test-dummy) have done has actually caused it to incubate anything. If anything, egg growth seems to immediately stop and progress no further. It's listed as a vehicle and the code for it seems to be quite short.
Unfortunately, I don't know nearly enough metaroom-based Caos to guess at how it works, so I thought I'd post here! There's some other issues with the room I could go into, but first off, what on Albia is this incupad code doing?:
endi
next
targ va00
part 1
anim [7]
link grap 2480 4910 grap 2480 4800 100
inst
new: vhcl 2 22 30111 "GR-IncuPad" 5 0 200
attr 200
bhvr 0
cabn 0 0 90 118
* physics stuff
accg 4
elas 0
fric 100
aero 0
mvto 3170 4943
The Mossy Shee & Co |
Malkin
Manager
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2/10/2016 | |
Do you have a copy of your CAOS language guide? It's like a dictionary of CAOS and it's really useful. That 'link grap' line looks like it could be part of the lift installation - check out your DS 'lift ca linkers.cos' file.
The installation script for the incubator seems to be as follows:
*instantly
inst
*install a new vhcl, using 5 images.
new: vhcl 2 22 30111 "GR-IncuPad" 5 0 200
*greedy cabin, suffer physics, suffer collisions
attr 200
*no activations
bhvr 0
*define where the drop-spot is on the sprite.
cabn 0 0 90 118
* physics stuff
accg 4
elas 0
fric 100
aero 0
mvto 3170 4943
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The actual script that it uses to incubate is as follows:
scrp 2 22 30111 124
targ from
doif fmly = 3 and gnus = 4
* check for population maxes
setv va01 0
enum 4 0 0
doif dead = 0
addv va01 1
endi
next
targ from
doif va01 >= game "c3_max_creatures"
stop
endi
doif spcs = 1
setv va01 0
enum 4 1 0
doif dead = 0
addv va01 1
endi
next
targ from
doif va01 >= game "c3_max_norns"
stop
endi
endi
setv va01 attr
subv va01 3
attr va01
setv va01 128
targ ownr
anim [ 0 1 1 2 2 3 3 4 4 ]
over
targ from
anim [3 4 5 3 3 3 3 3 255]
targ from
setv va03 attr
andv va03 1020
attr va03
new: crea 4 from 1 ov01 0
accg game "c3_creature_accg"
bhvr game "c3_creature_bhvr"
attr game "c3_creature_attr"
perm game "c3_creature_perm"
drea 1
wait 170
aslp 0
doif gnus eq 2
emit 13 0.5
else
emit 14 0.5
endi
inst
seta va99 targ
targ from
snde "crak"
pose 6
tick 50
setv va00 posl
setv va01 post
targ va99
pose 75
subv va01 10
mvsf va00 va01
born
kill from
targ ownr
anim [4 4 3 3 2 2 1 1 0]
over
else
rpas ownr from
endi
endm
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I'm wondering about what game you're testing it in, and if the variable used to test the maximum norns is ok?
My TCR Norns |
The Mossy Shee
Jesseth
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2/10/2016 | |
@Malkin thanks! I'll have to follow that link up, it sounds extremely helpful
In testing this, we were working in docked mode of DS, and had a maximum population count of 250, so it's not the creature limit at least?
It could be a compatibility issue with DS though? Perhaps it's just not finding the right population limit info? If that's the case, I'd love to find a fix
Also, hopefully I'm not rambling about too much at once, but there's also an area of the room presumably designed to prevent norns from piling up food under the dispenser- food falls through the floor- but it's misaligned so that the fruit dispenser will allow things to pile up underneath, while stuff a couple of pixels to the left vanishes. It would be great to just be able to nudge the dispenser OR that particular floor over a little.
There's also a catalogue entry for a seed dispenser that I've not seen in-room either : "Bonsai Seed Bin"
The Mossy Shee & Co |
Malkin
Manager
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2/10/2016 | |
Try injecting the room into a C3 standalone world to see if hatching eggs works better there. There are a couple of files called 'c3_incubator_recreator.cos' and 'DS creatureBreeding.cos' in your DS bootstrap (C3 has an equivalent creaturebreeding.cos' script) that update the C3 incubator for DS and handle the hatching process respectively. It looks like the Nursery incubator is trying to do all the things.
My TCR Norns |
The Mossy Shee
Jesseth
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2/10/2016 | |
what do you mean by all the things?
The Mossy Shee & Co |
Malkin
Manager
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2/10/2016 | |
There are some hidden global default scripts in Creatures 3 and Docking Station, which are meant to apply in all circumstances. So whenever a norn hatches, it uses the scripts in either the creaturebreeding.cos file (for C3 standalone) or the scripts in DS creatureBreeding.cos for a docked or DS standalone game. The Nursery's incubator is partially repeating parts of the script, when perhaps it doesn't need to.
My TCR Norns |
The Mossy Shee
Jesseth
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2/10/2016 | |
It did strike me as a bit odd that since incubators already exist just fine, it didn't just call on one from the existing content- it would be no different than anything that does that I'm assuming, like food dispensers, elevators, ect?
The Mossy Shee & Co |
Malkin
Manager
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2/10/2016 | |
I haven't worked with an incubator myself before, so there might be some oddities that I'm not familiar with, but maybe using GNAM to check which variables to use might work?
My TCR Norns |
The Mossy Shee
Jesseth
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2/10/2016 | |
I hate to keep asking questions but, GNAM? I don't think I've heard of that. I'll be straight up honest, I can handle Edos or Monk, take something apart and tweak the Caos and put it together again if it's a plant or a critter or something of that ilk, but this is a case of me really not knowing what I'm looking at. eue
The Mossy Shee & Co |
Malkin
Manager
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2/10/2016 | |
GNAM essentially tests whether something is "Creatures 3" or "Docking Station".
I was picturing something like
doif gnam eq "Creatures 3"
<c3 code goes here>
elif gnam eq "Docking Station"
<DS or Docked code goes here>
endi
Do you have a tool that will allow you to search the text within .cos files?
My TCR Norns |