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C2 - Making lifts more noticeable? | |
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Elegnaim

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5/13/2017 | |
Apologies in advance if this isn't the best forum for this -- I'm not really sure if this is more of a help or development question.
I've been running a Kannova-based wolfling run lately and I've noticed that the norns WILL use the lifts, but it seems like they only pay attention to them when they're moving or on the off chance that something triggers a lift button.
1. With C3/DS, it sounds like you need to set up a cellular automata linkage between floors to allow creatures to sense things and be encouraged to use lifts. Are there similar considerations with C2? For instance, is there some minimum room linkage threshhold under which a norn can't see past a room boundary?
2. Another thing I'm trying is putting a timer script on call buttons to emit a stimulus every so often. Using:
stim shou 80 8 30 0 0 0 0 0 0 0 0 0
with a tick value of 30 gets them to notice the call buttons pretty consistently, but it seems to distract them/get them too focused on the call button in question. What might be a more "realistic" value here? |

GimmeCat
  
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5/14/2017 | |
1. Linked rooms in C2 have an 'openness' value that determines whether or not the linked rooms are visible and/or passable to each other.
The possible states are:
0 - No vision, walls are solid (red)
100 - Visible, walls are solid (yellow)
255 - Visible and fully passable walls (green)
The problem with lifts and visibility is that the elevator shafts are sectioned out into their own 'rooms', linked vertically (or horizontally, depending on direction) to each other and not directly from one floor to another. Take a look at this example:

A creature on the lower floor cannot see what's in the room on the other side of the elevator shaft on the pond level, because there is no direct linkage to that room. There COULD be a linkage there, but there isn't. That's just how the world is set up. It's so that they can't look through the ceiling between floors like they've got X-Ray vision. It makes sense.
They can look up through the elevator shaft itself, but if you're trying to get them to sense things like food and other creatures on different floors, then it isn't going to work unless they're all jammed in that slim area right by the lift itself.
(NB: Whilst yellow links have solid walls that stop creatures and items falling through from one room to the next, these walls are ignored by objects currently in a CARRied state, i.e. creatures riding a vehicle.)
2. A tick happens once per frame, so a tick value of 30 is triggering the stimulous roughly once per second (I believe Creatures runs at 20fps or thereabouts?) You might want to add a couple of zeros. A value of 2000 would trigger once every thirty seconds, for instance. |

Elegnaim

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5/14/2017 | 1 |
Thanks for the info!
Also this probably goes without saying but if one's using any breeds with wall avoidance genes, your Better Albia map is pretty much required to get them to be able to actually /reach/ the lift buttons 
Link
Anyway, this is what I've come up with so far. It puts a "buzzer" on the lifts, call buttons, submarine, and teleporters that stimulates the audio neuron in the sense lobe every so often.
Definitely works, although I'm still playing around with the rate at which it sends out the stimulus -- it might be a little too subtle right now. It gets their attention, but they'll still mostly ignore the lifts if there's something more interesting going on which is probably fine. Bumping up the significance of the stim might be preferable if more travel is desirable.
I'd like to try making it so that the lift buttons can still be pressed even if the lift is already at that stop. I feel like norns trying to interact with "dead" lift buttons de-conditions them from using them in the future.
I also tried playing around with the room connections but they don't seem to matter as much.
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Update on this.
Making the lifts stim the auditory neuron in the sense lobe every so often did, as noted above, cause them to pay attention to the lifts.
And seems to have caused some skinnerian? response where, even AFTER removing the noise emitter scripts, they still try to unproductively push disabled lift buttons to the point of starvation. |
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