Development Forum |
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Malkin Manager
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8/22/2009 | |
Having found my attempts at an edible gerana from yonks ago, I decided I'd like to try and apply some of it to the balloon bugs - namely, that when they're being held, they should wiggle around a bit. To achieve this, I added a bhvr of 59 to the balloon bugs (push, pull, hit, eat, pick up), and the following code, mostly written by clohse long ago for the gerana.
*pickup
scrp 2 13 9 4
*if you are being carried - wiggle around a bit
doif carr <> null and fall = 0
pose 0
over
anim [0 1 2 3 4 5 6 7 255]
else
*if not - begin to fly around again
setv ov12 rand -5 5
setv ov13 rand -5 5
tick 1
endi
endm |
I figured I wanted the balloon bug to appear as if it was trying to walk, and flip sides, and walk again, not using their wings. However, when ettins pick up the balloon bugs (for a short time - they've taken to eating them quite well) it just appears to be static. Am I missing something here?
My TCR Norns |
Prodigal Sock
Ghosthande
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8/22/2009 | |
Hmm, it looks like it should work to me. Have you tried re-wording the if statement so it isn't a double negative (if you aren't/else)? That gives me problems some times.
One thing I'm wondering, what is the pose 0/over part for? If the first frame of the animation is 0 why do you set the pose to 0 first? I doubt it could be causing the problem, but now I'm curious.
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Malkin
Manager
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8/22/2009 | |
the pose 0 is a hangover from clohse's code, where she set the pose of the gerana to 7 before making it switch between 7 and 8 while it was being held. I guess you set the pose to a certain frame beforehand just to make sure? How do you say 'if you are being carried' as opposed to 'if you're not being uncarried'? I've tried "doif carr eq 1" and had no joy...
My TCR Norns |
Prodigal Sock
Ghosthande
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8/22/2009 | |
"doif carr eq norn or carr eq pntr" should work.
[edit] The whole line would probably read "doif carr eq norn and fall eq 0 or carr eq pntr and fall eq 0"
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Malkin
Manager
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8/22/2009 | |
and this is one of those circumstances in CAOS where "norn" means just "any creature", right? caos.html seems to say it's the currently selected creature, would that cause any problems?
My TCR Norns |
Prodigal Sock
Ghosthande
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8/22/2009 | |
Umm, it shouldn't. It works fine for elevators, doors, and every agent I've used it in so far.
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Malkin
Manager
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8/22/2009 | |
Well, I've coaxed an ettin into getting bug, and it doesn't seem to be wriggling as it should - if I just wanted to leave off scripting something special to happen while it's being held, but still have it be able to be held, what would I need to do?
My TCR Norns |
Prodigal Sock
Ghosthande
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8/22/2009 | |
Make sure the attr says it's holdable? Agents don't require a specific script or bhvr to be holdable by Creatures, as long as the attr allows for it, it should be holdable.
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Malkin
Manager
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8/22/2009 | |
I thought it was the bhvr that controlled holdability. The attr is set at 198 - so I'll assume it suffers physics, leaving me with a value of 64 to account for.
My TCR Norns |
Prodigal Sock
Ghosthande
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8/22/2009 | |
Nope, only if you want it to do something special. But you do need to make sure you have either 1 [carryable] or 2 [mousable] in there. I'm not sure which, maybe both. Can't remember without the game in front of my face.
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Malkin
Manager
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8/29/2009 | |
Well, the ettins can pick up the balloon bugs after I altered them, the balloon bugs just don't do what I want them to do.
So, changing tack entirely, I've changed my pickup script to
scrp 2 13 9 4
inst
doif carr <> null and fall = 0 and from <> pntr
doif from <> null
stim writ from 85 1
endi
endi
endm
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Which essentially says 'if you're being carried by a creature, tell the creature it's playing with a bug' - goodness knows those ettins don't get enough mental stimulation as it is.
Incidentally, does anyone know of a good 'bug squish' noise other than spnk? I'm using spnk at the moment and I'm just finding it rather confusing.
My TCR Norns |
Prodigal Sock
Ghosthande
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8/29/2009 | |
I think the green goop-spouting things in the lower level of the Jungle Terrarium make some pretty gross noises. And the blobs that get shot out of the sludge gun make a nice wet "splock" sound when they impact.
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Malkin
Manager
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8/30/2009 | |
You'll never guess what the garbage spewers' noise is called... "spew". When I heard the hitting noise, it sounds more like a drum being hit to me... I rather like the popping sound from the ettin seed bank, I think I'll use that. With the added bonus, it won't alarm anyone, and it sounds almost like a bursting balloon.
My TCR Norns |