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Author Topic: Help with Robots! :)  (Read 3118 times)

Dirst

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Re: Help with Robots! :)
« Reply #30 on: June 17, 2014, 02:42:23 pm »

Hey guys! Yes, it's me again. Uni has finished and I've finally copied across the files to my PC to start work on this again.

My first question is : How do I replace "blood" with "oil"? Do I need to make a separate tissue for it in the tissue files, or do I just need to rename blood and make it black?

Hmmn... Now that I've said that I'll try it - it seems easy enough.

Edit : It worked! :)

Alright, question 2 : When it comes to attributes, the wiki says some have an average of 1000, while others have an average of 1250. Is this correct?

Try using the Goo Template for blood, and name it oil if you'd like.  It's already black, though I haven't gone through it in detail to figure out if it's flammable.
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BlackFlyme

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Re: Help with Robots! :)
« Reply #31 on: June 17, 2014, 04:46:57 pm »

Alright, question 2 : When it comes to attributes, the wiki says some have an average of 1000, while others have an average of 1250. Is this correct?

Try using the Goo Template for blood, and name it oil if you'd like.  It's already black, though I haven't gone through it in detail to figure out if it's flammable.

Goo's ignite point is 10508, which is not fire-safe. Though it will boil or melt before igniting.

As for attributes, the creature token page on the wiki states that unless you define the attributes themselves, mental attributes will default to 200:800:900:1000:1100:1300:2000, and physical ones will default to 200:700:900:1000:1100:1300:2000.
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Wysthric

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Re: Help with Robots! :)
« Reply #32 on: June 19, 2014, 10:13:41 am »

I have managed to get oil to work, or at least to get a black substance called oil to be produced when robots bleed. I have not tested it's ignite point. :)

As for the attributes, thanks. I was confused as the wiki describes some attributes at level 999 as significantly (gets a description) below average.
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Dirst

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Re: Help with Robots! :)
« Reply #33 on: June 19, 2014, 10:44:00 am »

Alright, question 2 : When it comes to attributes, the wiki says some have an average of 1000, while others have an average of 1250. Is this correct?

Try using the Goo Template for blood, and name it oil if you'd like.  It's already black, though I haven't gone through it in detail to figure out if it's flammable.

Goo's ignite point is 10508, which is not fire-safe. Though it will boil or melt before igniting.
I looked at the raws of the goo template, and given the weird make-up of crude oil, DF goo is a reasonable approximation.  If one wanted to make a separate petroleum template, copy & paste goo, rename the states, and the only thing you'd have to remove are the [IMPLIES_ANIMAL_KILL] and [ROTS] tags.
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Wysthric

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Re: Help with Robots! :)
« Reply #34 on: June 19, 2014, 03:30:49 pm »

During testing, it seems my oil works fine. ^_^ If a robot bleeds oil and then a Fireman (one of the robot castes) shoots a jet of flame, it sets it alight. ^_^

Alright, more more more questions! ^_^ I'm pretty sure I can get an Iceman working nicely with a little effort, but what's the best way to simulate a Lightning attack? And is a Bomb even possible to make? I was thinking of a material with a melting point of about 10030 that released necrosis - causing gas everywhere, but that wouldn't work in cold climates. Any ideas?
« Last Edit: June 19, 2014, 03:41:27 pm by Wysthric »
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BlackFlyme

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Re: Help with Robots! :)
« Reply #35 on: June 19, 2014, 06:36:08 pm »

The wiki shows attribute norms in relation to the set dwarven stats, which is why it seems different from the default values.

As for lightning, you could have an interaction that gives the enemy a syndrome to try and replicate the effects of being struck. Or you could create a lightning material that is used in a material emission. Though if it is a cloud or a trailing type emission, then your creature may get caught in the material and suffer the effects unless you specify the creature to be immune.
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Wysthric

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Re: Help with Robots! :)
« Reply #36 on: June 20, 2014, 02:28:34 am »

Cheers dude. A lightning material that is sooper light (and hot!) and a coressponding syndrome should do.
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JediaKyrol

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Re: Help with Robots! :)
« Reply #37 on: June 20, 2014, 03:59:23 pm »

for bombs...there is always DFHack...
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Wysthric

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Re: Help with Robots! :)
« Reply #38 on: June 21, 2014, 06:34:51 am »

Any ideas without DFHack? How long does it take for something to ignite? I might be able to get a FIXED_TEMP into a burning gas release thing going if it's possible, but I'm unsure.
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Agent_Irons

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Re: Help with Robots! :)
« Reply #39 on: June 23, 2014, 04:39:19 pm »

There were these fragmented zinger things from forlorn realms that had blood that boiled at room temperature and caused a syndrome of mild bleeding.

So they were like hamsters that exploded when injured and 'cut up' things around them. Worked okay.
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Wysthric

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Re: Help with Robots! :)
« Reply #40 on: June 26, 2014, 11:02:11 am »

Cool cool, that sounds good. :)

Is it possible to generate an interaction which shoots ice, or do I have to make it shoot a freezing substance other than water? Cheers.

Edit : Here are the RAWS. I know this isn't right, but I'm wondering if I can actually make him shoot freezing water rather than a water - like substance.

Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Shoot ice]
[CDI:VERB:shoot ice:shoots ice:shoots ice]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:GRASP]
[CDI:MATERIAL:WATER]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:100]
« Last Edit: June 26, 2014, 11:18:30 am by Wysthric »
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Putnam

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Re: Help with Robots! :)
« Reply #41 on: June 26, 2014, 02:01:38 pm »

You forgot the flow type in CDI:MATERIAL. You should probably have CDI:MATERIAL:WATER:NONE:SOLID_GLOB.

Forgot if the NONE is necessary, but material tokens are formed that way, so you should include it.

Wysthric

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Re: Help with Robots! :)
« Reply #42 on: June 26, 2014, 05:32:45 pm »

Thank you very much Putnam! ^_^

Edit : CDI:MATERIAL:WATER:NONE:SOLID_GLOB did not work, CDI:MATERIAL:WATER:SOLID_GLOB did, strangely.
« Last Edit: June 26, 2014, 05:48:56 pm by Wysthric »
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Wysthric

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Re: Help with Robots! :)
« Reply #43 on: June 29, 2014, 08:41:27 am »

New issue! :)

I've built a BOMBMAN - he throws bombs, but these don't combust as intended.

Code: [Select]
[CASTE:BOMBMAN]
[DESCRIPTION:Designed for bomb defusal, this elephantastic robot likes to arm them instead.]
[CASTE_NAME:bombman:bombmen:bombman]
[CASTE_TILE:'b'][CASTE_COLOR:1:0:1]
[CASTE_SOLDIER_TILE:'B']
[MALE]
[POP_RATIO:9]

[BODY:BOMBMAN]

[BODY_DETAIL_PLAN:ROBOT_MATERIALS]
[BODY_DETAIL_PLAN:ROBOT_TISSUES]
[BODY_DETAIL_PLAN:ROBOT_TISSUE_LAYERS:PAINT:PLATING:PROPULSION:CIRCUITRY:OCULUS:HAIR]

[USE_MATERIAL_TEMPLATE:OIL:OIL_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:OIL:LIQUID]

[MATERIAL:BOMB]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:bomb]
[STATE_ADJ:ALL_SOLID:bomb]
[STATE_COLOR:LIQUID:GRAY]
[STATE_NAME:LIQUID:molten bomb]
[STATE_ADJ:LIQUID:molten bomb]
[STATE_COLOR:GAS:GRAY]
[STATE_NAME:GAS:shrapnel]
[STATE_ADJ:GAS:shrapnel]
[DISPLAY_COLOR:0:7:1]
[BUILD_COLOR:0:7:1]
[MATERIAL_VALUE:10]
[SPEC_HEAT:200]
[MAT_FIXED_TEMP:10078]
[MELTING_POINT:10056]
[BOILING_POINT:10060]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:1505000]
[IMPACT_FRACTURE:2750000]
[IMPACT_STRAIN_AT_YIELD:940]
[COMPRESSIVE_YIELD:1200000]
[COMPRESSIVE_FRACTURE:2520000]
[COMPRESSIVE_STRAIN_AT_YIELD:940]
[TENSILE_YIELD:430000]
[TENSILE_FRACTURE:720000]
[TENSILE_STRAIN_AT_YIELD:225] 200
[TORSION_YIELD:430000]
[TORSION_FRACTURE:720000]
[TORSION_STRAIN_AT_YIELD:215]
[SHEAR_YIELD:430000]
[SHEAR_FRACTURE:720000]
[SHEAR_STRAIN_AT_YIELD:215]
[BENDING_YIELD:430000]
[BENDING_FRACTURE:720000]
[BENDING_STRAIN_AT_YIELD:215]
[MAX_EDGE:10000]
[STATE_COLOR:ALL_SOLID:GRAY]
[IS_METAL]
[SYNDROME]
[SYN_NAME:bomb blast]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_AFFECTED_CLASS:ROBOTIC]
          [SYN_CONTACT]
          [CE_NECROSIS:SEV:600:PROB:100:LOCALIZED:SIZE_DILUTES:START:1:PEAK:3:END:10]
[CE_PAIN:SEV:400:PROB:100:LOCALIZED:SIZE_DILUTES:START:1:PEAK:800:END:2600]

[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Throw bomb]
[CDI:VERB:throw a bomb:throws a bomb:throw a bomb]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:BOMB:SOLID_GLOB]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:50]

[CREATURE_CLASS:ROBOTIC]

The important part of the code so far. Any ideas? I thought the FIXED_MAT_TEMP would have helped...

Edit : The bombs themselves hurt significantly, however. ^_^
« Last Edit: June 29, 2014, 08:47:41 am by Wysthric »
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