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C1 - Norns stuck after being MVTO'd   
GimmeCat

GimmeCat
United Kingdom  


  7/15/2017

I'm trying to create a cob that teleports norns to an object's location. The problem is that C1 doesn't seem to snap them into the room like the other games do, and they end up just sort of stuck in place, unable to move.

I thought at first it was because I wasn't teleporting them to the floor's exact Y value, but I'm pretty sure I got it right this time, and they're still stuck there.

In this image, the red tomato object is the placeholder target. The two light cream (female) norns are stuck on it.




scrp 2 3 40 9
doif carr eq 0
setv var1 wdth
divv var1 2
addv var1 posl
setv var2 posb
enum 4 1 0
doif cage le 2
inst
setv var3 var1
addv var3 1000
doif posl gt var3
mvto var1 var2
endi
setv var3 var1
subv var3 1000
doif posl lt var3
mvto var1 var2
endi
endi
next
endi
endm


I'm not as familiar with C1 CAOS as I am with C2, so I may be missing a necessary step. Anyone know what I'm doing wrong?

 
Malkin

Malkin
Australia  
Manager


 visit Malkin's website: Malkin's page at CWiki
  7/15/2017

Have you used the kitchen teleporter to check your y value? The grendel scarer uses MCRT.

My TCR Norns
 
GimmeCat

GimmeCat
United Kingdom  


  7/15/2017

I started off using MCRT but it didn't seem to be working. After some more fiddling (and switching back to MCRT), I'm seeing positive results:


scrp 2 3 40 9
doif carr eq 0
setv var1 wdth
divv var1 2
addv var1 posl
setv var2 posb
enum 4 1 0
doif cage le 2
inst
setv var3 var1
addv var3 1000
setv var4 var2
addv var4 100
doif posl gt var3
mcrt var1 var2
endi
doif posb gt var4
mcrt var1 var2
endi
setv var3 var1
subv var3 1000
setv var4 var2
subv var4 100
doif posl lt var3
mcrt var1 var2
endi
doif posb lt var4
mcrt var1 var2
endi
endi
next
endi
endm


They're actually snapping to the floors now! :) Only one problem remains, and it's with that carr check at the top- it's being ignored for some reason. Maybe the logic is wrong, or the hand doesn't count as 'carrying' an object... I'll have to fiddle with it more.

(Also, not quite sure where to place that inst. I know it's good to have it in there, as states can change pretty quickly when objects are picked up and norns are moving around. Maybe I should stick it right at the top, under the script definition...?)

 
GimmeCat

GimmeCat
United Kingdom  


  7/15/2017  1

Solved it. :D

Changed the carry check to a movs instead, like so: doif movs eq 0

Also made it a toggle action.

So, once I've finished this cob and made a nice sprite for it, it's going to be a wolfing run/breeding experiment helper. You place it in an area and activate it, and it will periodically check through all norns of a certain age. If they aren't nearby, it teleports them to itself.

So you could place it, for example, by the learning machine to keep all babies up there until they've grown up. No need for forcefields; if they stray too far, they'll come right back.

I've got three versions currently. One for infants, one for kids, and one for adults. And since I'm primarily a C2 dev, I'll probably end up porting it over to that, as well.

 


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