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Author Topic: Putnam's DFHack scripts  (Read 118966 times)

Deon

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Re: Putnam's DFHack modder's utilities(!!)
« Reply #105 on: March 24, 2013, 08:24:43 pm »

I don't know the syntax yet, would it be projectile.flags.garbage_collect or what?
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Rumrusher

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Re: Putnam's DFHack modder's utilities(!!)
« Reply #106 on: March 24, 2013, 08:27:43 pm »

fun fact you can emit a nade to go off with ocean foam, which will put out any nearby fires.
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Deon

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Re: Putnam's DFHack modder's utilities(!!)
« Reply #107 on: March 24, 2013, 08:29:24 pm »

How do you do it? I only found a way to emit 1st material avaliable.
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D_E

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Re: Putnam's DFHack modder's utilities(!!)
« Reply #108 on: March 24, 2013, 09:11:55 pm »

How do you do it? I only found a way to emit 1st material avaliable.

The next two arguments after the flow type should do it.  Here's the description of spawnFlow from the readme:

dfhack.maps.spawnFlow(pos,type,mat_type,mat_index,dimension)
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Putnam

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Re: Putnam's DFHack modder's utilities(!!)
« Reply #109 on: March 24, 2013, 09:13:55 pm »

Ahaha, that's great! Where can I get info on which types are which, or will I just have to figure it out myself?

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Re: Putnam's DFHack modder's utilities(!!)
« Reply #110 on: March 24, 2013, 09:18:23 pm »

Ahaha, that's great! Where can I get info on which types are which, or will I just have to figure it out myself?

No clue, I'm new at this :). I'd guess you can read the object's own material type out of it's data structure, and that the material numbers are in the same order that the materials are declared in in the raws.

Does DFHack understand the constants from the raws? I.e., does METAL, BRASS work to specify brass?
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Putnam

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Re: Putnam's DFHack modder's utilities(!!)
« Reply #111 on: March 24, 2013, 09:21:27 pm »

Not the materials, the flow types. The materials I can get in a jiffy, with no issue, and have them as an argument in the material very easily.

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Re: Putnam's DFHack modder's utilities(!!)
« Reply #112 on: March 24, 2013, 09:24:12 pm »

Not the materials, the flow types.

Oh. I'd guess that it's the same as in the interactions. For example, if you can find out which number TRAILING_VAPOR_FLOW is translated to I'd bet the same number would work here.
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Rumrusher

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Re: Putnam's DFHack modder's utilities(!!)
« Reply #113 on: March 24, 2013, 09:45:50 pm »

Code: [Select]
  dfhack.timeout(10,"ticks",function() dfhack.maps.spawnFlow(upos,4,2,2,50000) end) --this spawns dragonfire after 100 ticks(you could change "100" to e.g. "math.random(0,1000)" for random timeouts)
  dfhack.timeout(50,"ticks",function() dfhack.maps.spawnFlow(upos,3,2,11,50000) end) --this spawns dragonfire after 100 ticks(you could change "100" to e.g. "math.random(0,1000)" for random timeouts)
  dfhack.timeout(60,"ticks",function() dfhack.maps.spawnFlow(upos,3,2,11,50000) end) --this spawns dragonfire after 100 ticks(you could change "100" to e.g. "math.random(0,1000)" for random timeouts)
  dfhack.timeout(70,"ticks",function() dfhack.maps.spawnFlow(upos,9,2,11,50000) end) --this spawns dragonfire after 100 ticks(you could change "100" to e.g. "math.random(0,1000)" for random timeouts)
  dfhack.timeout(70,"ticks",function() dfhack.maps.spawnFlow(upos,10,2,11,50000) end) --this spawns dragonfire after 100 ticks(you could change "100" to e.g. "math.random(0,1000)" for random timeouts)
  dfhack.timeout(70,"ticks",function() dfhack.maps.spawnFlow(upos,11,2,11,50000) end) --this spawns dragonfire after 100 ticks(you could change "100" to e.g. "math.random(0,1000)" for random timeouts)
  dfhack.timeout(70,"ticks",function() dfhack.maps.spawnFlow(upos,12,2,11,50000) end) --this spawns dragonfire after 100 ticks(you could change "100" to e.g. "math.random(0,1000)" for random timeouts)
  dfhack.timeout(70,"ticks",function() dfhack.maps.spawnFlow(upos,8,2,11,50000) end) --this spawns dragonfire after 100 ticks(you could change "100" to e.g. "math.random(0,1000)" for random timeouts)
  dfhack.timeout(10,"ticks",function() dfhack.maps.spawnFlow(upos,8,2,11,50000) end) --this spawns dragonfire after 100 ticks(you could change "100" to e.g. "math.random(0,1000)" for random timeouts)
  dfhack.timeout(15,"ticks",function() dfhack.maps.spawnFlow(upos,8,2,10,50000) end) --this spawns dragonfire after 100 ticks(you could change "100" to e.g. "math.random(0,1000)" for random timeouts)
  dfhack.timeout(20,"ticks",function() dfhack.maps.spawnFlow(upos,8,3,14,50000) end) --this spawns dragonfire after 100 ticks(you could change "100" to e.g. "math.random(0,1000)" for random timeouts)
  dfhack.timeout(25,"ticks",function() dfhack.maps.spawnFlow(upos,8,4,16,50000) end) --this spawns dragonfire after 100 ticks(you could change "100" to e.g. "math.random(0,1000)" for random timeouts)
  dfhack.timeout(30,"ticks",function() dfhack.maps.spawnFlow(upos,8,5,18,50000) end) --this spawns dragonfire after 100 ticks(you could change "100" to e.g. "math.random(0,1000)" for random timeouts)
  dfhack.timeout(90,"ticks",function() dfhack.maps.spawnFlow(upos,13,5,18,50000) end) --this spawns dragonfire after 100 ticks(you could change "100" to e.g. "math.random(0,1000)" for random timeouts)
  dfhack.timeout(90,"ticks",function() dfhack.maps.spawnFlow(upos,15,5,18,50000) end) --this spawns dragonfire after 100 ticks(you could change "100" to e.g. "math.random(0,1000)" for random timeouts)
  dfhack.timeout(80,"ticks",function() dfhack.maps.spawnFlow(upos,7,2,11,50000) end) --this spawns dragonfire after 100 ticks(you could change "100" to e.g. "math.random(0,1000)" for random timeouts)
I figured this out when warmist drop the eventful script in the github version dfhack r3. in my corpse explosion script one of the flow will shoot out an ocean wave to clear up the smoke and fire also to keep the corpse from burning up for reuse. the code I posted here has atleast that flow, also lots of smoke, and lava mist.
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Putnam

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Re: Putnam's DFHack modder's utilities(!!)
« Reply #114 on: March 24, 2013, 09:51:01 pm »

...could you comment in which flows are which instead of having them all say that they spawn "dragonfire"? >_>

D_E

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Re: Putnam's DFHack modder's utilities(!!)
« Reply #115 on: March 24, 2013, 10:33:10 pm »

I've tested some:
Zero: Miasma
One: Mist
Two: Also Mist?
Three: Cave-in dust
Four: lava mist
Five: Smoke
Six: Dragonfire
Seven: Regular Firebreath
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D_E

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Re: Putnam's DFHack modder's utilities(!!)
« Reply #116 on: March 24, 2013, 10:43:02 pm »

Tested some more:

Eight: Webbing strands made of specified material
Nine: Undirected Gas of specified material
Ten: Undirected Vapor of specified material
Eleven: Ocean wave

Still testing, but since this batch included the all-important vapor burst, I'm posting this now!

Twelve: Sea Foam
Thirteen: Nothing?
Fourteen: Nothing?

...Well, that seems to be the end of it. Didn't find directed vapors, gasses, or fireballs. Directed vapors and gasses are probably the same as the undirected versions, but the DF function must need direction information passes into it. Fireballs might be handled differently, or are related to the normal firebreath function....

« Last Edit: March 24, 2013, 10:51:54 pm by D_E »
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Putnam

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Re: Putnam's DFHack modder's utilities(!!)
« Reply #117 on: March 24, 2013, 10:46:12 pm »

Okay, once more of these are figured out, I'll update projectileExpansion with a bunch more stuff. Make it useful n' stuff.

D_E

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Re: Putnam's DFHack modder's utilities(!!)
« Reply #118 on: March 24, 2013, 10:52:23 pm »

Okay, once more of these are figured out, I'll update projectileExpansion with a bunch more stuff. Make it useful n' stuff.

I think I got 'em all, actually. I updated my last post.
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Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Deon

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Re: Putnam's DFHack modder's utilities(!!)
« Reply #119 on: March 24, 2013, 11:30:32 pm »

So... HOW do I delete the projectile? :D

Also you mentioned readme, which one is that?
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