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Author Topic: Headcrab Troubles  (Read 3525 times)

EmperorJon

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Headcrab Troubles
« on: March 13, 2012, 06:54:00 am »

I'm attempting to mod a half life headcrab, but have come across a major issue. Obvious it needs to turn a creature into a zombie, but it's a parasite! So how can I turn 2 creatures into 1? Obviously I can use some of the resurrection abilities to mean that a headcrab can animate a corpse on its own tile, or I can make an interaction that causes them to become a standardised zombie. The issue with the former is that it could resurrect long dead corpses as opposed to using a "host" living creature, the issue with the latter is the standardised zombie creature replacement.
The issue with both is the fact that I'll always end up with both creatures afterwards... any solutions here?

Secondly, I will be releasing the orecrabs mod tonight for those who are concerned!
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Sorcerer

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Re: Headcrab Troubles
« Reply #1 on: March 13, 2012, 07:00:53 am »

kill the headcrab and turn the raised target creature into a headcrab zombie with CE_BODY_TRANSFORMATION?
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Trapezohedron

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Re: Headcrab Troubles
« Reply #2 on: March 13, 2012, 07:16:52 am »

^that, but I also have questions of my own, if you don't mind.

Is it possible to add 2 effects in one interaction, or specifically, making an interaction resurrect a target and kill the user of said interaction via syndromes at the same time?
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Sorcerer

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Re: Headcrab Troubles
« Reply #3 on: March 13, 2012, 07:36:49 am »

should be possible... at least if i read the raws correctly.

Since you can list several different targets and effects there SHOULD be no problem in aiming one of those interactions at yourself and applying a syndrome that either kills you, or transforms you into a creature that can't be alive.
Is it possible to give a creature no corpse when it dies?
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Trapezohedron

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Re: Headcrab Troubles
« Reply #4 on: March 13, 2012, 07:43:26 am »

[ITEMCORPSE:INORGANIC:DISSOLVINGROCK] or [ITEMCORPSE:LOCAL_CREATURE_MAT:BLOOD]?
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EmperorJon

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Re: Headcrab Troubles
« Reply #5 on: March 13, 2012, 10:25:58 am »

Sorceror, you've highlighted the only current possible solution I could think and one of the 2 problems I can see with it.
Having the crab die afterwards would be the only way to clear things up, the issues indeed being that 1. a body will remain and 2. the crab will still be stored in the dead/missing list, etc., and be very annoying...
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I think it's the way towns develop now. In the beginning, people move into a town. Then they start producing tables, which results in more and more tables. Soon tables represent a significant portion of the population, they start lobbying for new laws and regulations, putting people to greater and greater disadvantage...
Link for full quote. 'tis mighty funny.

JediaKyrol

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Re: Headcrab Troubles
« Reply #6 on: March 13, 2012, 11:52:36 am »

how about...transform the target creature into something that has [ITEMCORPSE:LOCAL_CREATURE_MAT:BLOOD]...kill that...and then transform the headcrab into a headcrab-zombie?
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EmperorJon

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Re: Headcrab Troubles
« Reply #7 on: March 13, 2012, 01:35:02 pm »

Because then they're listed as dead as opposed to undead.
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I think it's the way towns develop now. In the beginning, people move into a town. Then they start producing tables, which results in more and more tables. Soon tables represent a significant portion of the population, they start lobbying for new laws and regulations, putting people to greater and greater disadvantage...
Link for full quote. 'tis mighty funny.

Sorcerer

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Re: Headcrab Troubles
« Reply #8 on: March 13, 2012, 01:37:24 pm »

I don't think there's a way to remove a creature without killing it outright.. tho.... maybe turning the crab into a critter and killing that could work?
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Eldrick Tobin

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Re: Headcrab Troubles
« Reply #9 on: March 13, 2012, 03:27:32 pm »

I hate to suggest something truly whack -and likely impossible- BUT... is there a way to make it invisible and immobile via the MATERIAL_EMISSION_WITH_HIDE_EFFECT bit that's on the squid? With no end on the hide effect? *has not studied it*

Because it seems that if you could have it infect something, and then make it so the headcrab can't interact with anything afterward would be one solution. Is it a good one? Not necessarily. Maybe switch with a second headcrab creature with no brain so it doesn't even try to do anything. Is that a good -or possible- solution either? Not explicitly no...

But there needs to be SOMETHING to take it out of the equation without killing it and making a mess of the deceased/missing column. It's not like they are vermin... which I think Sorceror was suggesting...


This has been, Me, reporting live from off the chaotic edge of left field.
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Meph

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Re: Headcrab Troubles
« Reply #10 on: March 13, 2012, 03:39:26 pm »

Two options:

Make the headcrab a vermin, with dead_on_vermin_bite and thats done. He bites a dwarf, dwarf goes zombies, headcrab vermin dies.

make dwarf blood poisonous to the headcrab. headcrab bites dwarf, dwarf bleeds, headcrab gets blood on it, dies, dwarf was bitten so dwarf goes zombie.
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Teneb

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Re: Headcrab Troubles
« Reply #11 on: March 13, 2012, 04:06:11 pm »

Couldn't you use the body transformation interaction on the headcrab so that, after it bites someone, it becomes a vermin creature (such as a rat)?
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krenshala

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Re: Headcrab Troubles
« Reply #12 on: March 16, 2012, 01:34:24 pm »

Since part of the problem is having a dead headcrab listed while the headcrab zombie is still terrorizing dwarves, how about this solution:

1) headcrab latches onto victim (I'm assuming you have this part working already)
2) victim gains a transformation syndrome that turns his body to blood (as others have suggested above) so there isn't a body left lying around
3) the headcrab gains a transformation syndrome that turns it into the zombie form

This provides a dead dwarf entry -- (s)he's a zombie, so it works -- and the crab transforms, as desired, and will still show up as a headcrab-zombie corpse when it finally gets killed.

Oh, don't forget to include a dead headcrab "in" the corpse when the zombie is slain.  Bonus points if the zombie can be killed and have a headcrab "pop off" and run around looking for a new victim (gah, i hated it when that happened and I didn't notice). :D
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Shooer

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Re: Headcrab Troubles
« Reply #13 on: March 16, 2012, 02:25:25 pm »

Since part of the problem is having a dead headcrab listed while the headcrab zombie is still terrorizing dwarves, how about this solution:

1) headcrab latches onto victim (I'm assuming you have this part working already)
2) victim gains a transformation syndrome that turns his body to blood (as others have suggested above) so there isn't a body left lying around
3) the headcrab gains a transformation syndrome that turns it into the zombie form

This provides a dead dwarf entry -- (s)he's a zombie, so it works -- and the crab transforms, as desired, and will still show up as a headcrab-zombie corpse when it finally gets killed.

Oh, don't forget to include a dead headcrab "in" the corpse when the zombie is slain.  Bonus points if the zombie can be killed and have a headcrab "pop off" and run around looking for a new victim (gah, i hated it when that happened and I didn't notice). :D
2-They aren't saying turn the creature into blood, but make it so the interaction only affects creatures with blood
3- Having the headcrab transform defeats the whole purpose of someone turning into a headcrabed zombie

As far as I know there is no way to just remove a creature with out it being listed as dead/missing.  The basic idea of what you have worked for me when I modded in face hugers.
Face huger attacks > FH dies > target gets sick > target gets better > target transforms into a chest burster vermin > some time later it transforms into a crazed xenomorph.
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EmperorJon

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Re: Headcrab Troubles
« Reply #14 on: March 16, 2012, 03:02:12 pm »

Yeah, I did prefer a zombie person than a new creature.


New science test will be an attack which "reanimates" the victim, even if they're not dead yet obviously, to become a zombie, and the crab will turn into a little vermin which (should) run off/die...
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I think it's the way towns develop now. In the beginning, people move into a town. Then they start producing tables, which results in more and more tables. Soon tables represent a significant portion of the population, they start lobbying for new laws and regulations, putting people to greater and greater disadvantage...
Link for full quote. 'tis mighty funny.