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Author Topic: UPC: 35% Memória: 34%  (Read 8396 times)

mcclay

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Re: UPC: 30% Memória: 60% Novos Comandos Disponíveis
« Reply #75 on: April 26, 2013, 09:47:22 pm »

Set_Task (Lord,Create Novelty Rain,1000)
Scatter (Danam Pike Company)
Scatter (Danam Pike Company)
Scatter (Danam Pike Company)
Scatter (Danam Pike Company)
Scatter (Danam Pike Company)
Scatter (Danam Pike Company)
Scatter (Danam Pike Company)
Scatter (Danam Pike Company)
>veto
We don't have enough RAM, we just need to chill for awhile and it'll go back to normal.
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Gervassen

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Re: UPC: 30% Memória: 60% Novos Comandos Disponíveis
« Reply #76 on: April 26, 2013, 10:15:42 pm »

Faster way to free up RAM... Also, new commands?

Reset
Check_Tasks(Theodoor)
Check_Tasks(Werner)
Check_Tasks(Adriaan)
Check_Tasks(Gerlof)
Help (System commands)
« Last Edit: April 26, 2013, 10:26:36 pm by Gervassen »
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RAM

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Re: UPC: 30% Memória: 60% Novos Comandos Disponíveis
« Reply #77 on: April 26, 2013, 10:38:44 pm »

But I want to see them DANCE!
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USEC_OFFICER

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UPC: 40% Memória: 0% Novos Comandos Disponíveis
« Reply #78 on: April 27, 2013, 02:27:55 pm »

Check_Tasks(Theodoor)

10,000 March to Bakwer.
9,000 Keep an eye on Werner, Adriaan and Gerlof.
6,000 Give glory to the Lord.
3,000 Drink.
1,000 Sleep.


Check_Tasks(Werner)

20,000 Eat.
19,000 Drink.
18,000 March to Bakwer.
10,000 Sleep.
1,000 Find a horse.


Check_Tasks(Adriaan)

15,000 March to Bakwer.
12,000 Eat.
10,000 Drink.
8,000 Sleep.


Check_Tasks(Gerlof)

18,000 March to Bakwer.
17,000 Find Elbert Adolf.
14,000 Eat.
13,000 Drink.
1,000 Sleep.


Help (System commands)

Proponents do not have access to System Commands. Type help (commands) to see a list of commands you currently have access to.
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RAM

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Re: UPC: 40% Memória: 0% Novos Comandos Disponíveis
« Reply #79 on: April 27, 2013, 07:00:43 pm »

>help (commands)
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USEC_OFFICER

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UPC: 30% Memória: 0%
« Reply #80 on: April 27, 2013, 08:49:19 pm »

>help (commands)

Current list of commands:
Help (<x>) Displays help for object, command or input <x>. <x> can be blank to bring up help. Help (Commands) brings up only the current list of commands.
Check_Object (<x>) Describes object <x> in greater detail.
Check_Tasks (<x>) Lists the five highest tasks for entity <x>.
Check_Items (<x>) Lists all the items currently held, worn or used by entity <x>.
Task_Alter (<x>,<y>,<n>) The task <y> is changed to value <n> for entity <x>. If task <y> does not exist, it will be created.
Task_Set (<x>,<y>,<n>) The task <y> is permanently set to value <n> for entity <x>. If task <y> does not exist, it will be created. Memory will continually be used as long as task <y> is set.
Task_Delete (<x>,<y>) The task <y> is removed from entity <x>'s task list. Note that if you wish to permanently remove a task from entity <x>'s list, use Task_Set with a negative number.
Object_Create_Light (<l>,<p>) Creates a light of description <l> at position <p>. Memory will be continually used until the light is deleted. <p> must be in the scene.
Object_Create_Message (<w>,<p>) Creates a piece of paper with the words <w> written on it at position <p>. Memory will be continually used until the piece of paper is deleted. <p> must be in the scene.
Object_Create_Weapon (<w>,<p>) Creates a weapon <w> at position <p>. Memory will continually be used until the weapon is deleted. <p> must be in the scene.
Object_Create_clothing (<c>,<p>) Creates a clothing <c> at position <p>. <c> can also be the name of armour or other protective coverings. Memory will continually be used until the object is deleted. <p> must be in the scene.
Object_Create_Munitions (<m>,<n>,<p>) Creates <n> munitions <m> at position <p>. Munition is classified as any type of ammunition or hand-held explosives such as grenades or detonation charges. Memory will continually be used until the munition is deleted. To help with memory constrants, objects created by this command will be deleted shortly after they are fired/used. <p> must be in the scene.
Object_Repair (<x>) Object <x> in the current scene will be returned to a pristine state. <x> cannot be an entity.
Object_Delete (<x>) Deletes object specific object <x> in the scene. Will continually use memory if <x> was not created using another command. In that case, delete the command to free up memory. <x> cannot be an entity.
Say (<string>) <string> will be said in the current scene.
Whisper (<string>.<x>) Say <string> so that only object <x> may hear. Object <x> may not be in the current scene, though obviously may not directly communicate back.
Scatter (<x>) Object <x> gains random acceleration. Smaller objects gain more acceleration. Objects over 50Kg will barely be affected. <x> may only be a general object if it is in the scene.
Move (<x>,<y>) Object <x> will be teleported to object <y>. Note that <x> and <y> may only be general objects if those objects are in the scene.
Camera_Focus (<x>) Focus the camera on object <x>. Object <x> must be in the scene.
Camera_Create (<x>) Creates a new scene with a camera that focues on <x>. If <x> is a generic object it must be in the scene. The new scene will consume memory until it is deleted by Command_Delete.
Command_Delete (<x>) Deletes valid command <x>. Any direct effects of <x> will also be removed, but secondary effects will not.
Veto (<command>) Veto a command. If more people veto a command than approve it, the command will not be used. You cannot veto Approve or Veto commands.
Approve (<command>) Approve a command. If more people approve a command than veto it, the command will be used. You cannot approve Veto or Approve commands.

If generic object outside the scene are used as inputs, then only the closest object to the scene will be affected. If the generic objects are referred to as plural, then all of those objects within a certain radius of the scene will be affected.

More commands may be added as candidate testing progress advances.
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Remuthra

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Re: UPC: 30% Memória: 0%
« Reply #81 on: April 27, 2013, 09:22:15 pm »

>Object_Create_Laser_Rifle(Gerlof_Hands)

RAM

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Re: UPC: 30% Memória: 0%
« Reply #82 on: April 27, 2013, 09:24:14 pm »

object_create_munitions (Unshielded Anti-Matter,One Kilogram,The Lord's Divine Face)
Object_Repair (Server)
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USEC_OFFICER

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UPC: 35% Memória: 20%
« Reply #83 on: April 28, 2013, 08:52:07 pm »

Scene: The sun sits high in the clear sky (12:32). The town of Bawker squats on the hill, its pre-gunpowder walls reinforced with embankment of dirt, overgrown with grass and wildflowers. To the side of the southern gate stands the Danam pike company, all in neat and orderly rows. Nauch soldiers rest on the side of the road some ways back from the Danam pikemen. A few carts loaded with food wait impatiently, swarmed by hungry Nauch guards haggling over a bite to eat. Captain Mannix Carran and his wife Aithne Monaha argue with the mercenaries manning the gate, while Willem Bosch stands nearby, trying not to look too pleased.

Characters: Theodoor Hendriks. Young, tall and fit. Short brown hair and long beard. Brown eyes. He is wearing wooden-soled shoes, long, woollen, trousers, a shirt, red cap, and a large, grey, woollen overcoat for warmth. A leather pouch hangs at his side, as does an old short sword (No Mark). A matchlock musket lies on his lap as he sits on the side of the road. The camera is focused on Theodoor Hendriks.

Gerlof Adolf. Extremely young. Average height. Short black hair with no facial hair. Brown eyes. He is wearing leather shoes, long, wollen trousers, a shirt and a large, grey, woollen overcoat. A leather pouch hangs at his side, as does a long sword (Blacksmith's mark).

Adriaan Snaaijer. Middle aged. Slightly tall. Long, dark-blonde hair and beard. Hazel eyes. He is wearing wooden-soled shoes, long, wollen trousers, a shirt, a patched leather jerkin, a large, grey, woollen overcoat and a simple pot helmet (Blacksmith's mark). A backsword (Blacksmith's mark) hangs on his leather belt. His hands shake constantly, and his eyes dart around the place.

Actions: Adriaan and Theodoor stare at the argument taking place at the gate while Gerlof lies beside them, dozing lightly.

>Object_Create_Laser_Rifle(Gerlof_Hands)

Interpreting command as Object_Create_Weapon (Laser Rifle, Gerlof Hands)

Actions: Gerlof starts as the laser rifle appears in his hands, and quickly sits up, flinging the rifle onto the road.

Adriaan and Theodoor turn around at the sound.

Theodoor mutters, "Back with us, are you?"

Object_Repair (Server)

WARNING: Stijn Arts is not in the current scene. The effects of this command may not be seen. Input 'Camera_Create (Stijn Arts)' to create a scene with the camera focused on Stijn Arts.

object_create_munitions (Unshielded Anti-Matter,One Kilogram,The Lord's Divine Face)

ERROR: Unshielded Anti-Matter cannot be created by Object_Create_Munitions. Reason: No weapons in the database use unshielded anti-matter as ammunition.
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RAM

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Re: UPC: 35% Memória: 20%
« Reply #84 on: April 28, 2013, 11:13:43 pm »

Camera_Create (Mainframe)
Inventory (Munitions)
Wait ()
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mcclay

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Re: UPC: 35% Memória: 20%
« Reply #85 on: April 28, 2013, 11:44:21 pm »

>Say(Quite, the thing that appeared in his hands is a rifle. Point at things and they will die a lot more efficiently than before.)
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RAM

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Re: UPC: 35% Memória: 20%
« Reply #86 on: April 29, 2013, 01:06:44 am »

Object_Creat_Message ("I.O.U. 1 battery",laser rifle)
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
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USEC_OFFICER

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UPC: 30% Memória: 21%
« Reply #87 on: April 29, 2013, 09:51:54 am »

Camera_Create (Mainframe)

ERROR: No generic object mainframe exists in the current scene. Please re-enter your command with the specific object's name.

Inventory (Munitions)

ERROR: Inventory is not a valid command. Please enter a valid command. Type help to see a list of valid commands.

>Say(Quite, the thing that appeared in his hands is a rifle. Point at things and they will die a lot more efficiently than before.)

Actions: The Nauch soldiers look around to figure out where the voice is coming from.

Gerlof takes a couple steps back from the laser rifle, while Theodoor stands up and grabs the rifle to inspect it.

Theodoor says, "Are you sure this thing is a rifle? By the Lord's name, I don't see any rifling on the bloody barrel. Looks more like a fancy musket to me.

Object_Creat_Message ("I.O.U. 1 battery",laser rifle)

Actions: Theodoor looks at the note.

Theodoor mutters, "Mind reading this for me?"
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mcclay

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Re: UPC: 30% Memória: 21%
« Reply #88 on: April 29, 2013, 09:55:50 am »

>Say (One of my fellows being an idoit. Also point it at something and shoot. Just be sure not to hit your allies. Also tell that Nauch guy to stop stepping about, its weirding me out.)
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USEC_OFFICER

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UPC: 20% Memória: 21%
« Reply #89 on: April 29, 2013, 06:11:14 pm »

>Say (One of my fellows being an idoit. Also point it at something and shoot. Just be sure not to hit your allies. Also tell that Nauch guy to stop stepping about, its weirding me out.)

Actions: Theodoor grumbles, "You'll have to be more specific. Except for those damn Danam, we're all Nauch here.

A small crowd gathers around Theodoor as he inspects the laser rifle.

Theodoor says, "Anybody got a ball that'll fit in this thing? Apparently it's some kind of rifle, but looks like a damned blunderbuss to me. And where is the pan?"

The crowd touches and handles the rifle, just as confused as Theodoor is.
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