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Author Topic: DFHack 0.43.03-r1  (Read 1124879 times)

Urist McCoder

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Re: DFHack 0.40.24-r2
« Reply #2310 on: March 16, 2015, 04:21:10 pm »

wow, thanks.
Edit: now dfhack pauses for a second, and then when I look in dwarf fortress there is nothing new.
« Last Edit: March 16, 2015, 04:27:55 pm by Urist McCoder »
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Boltgun

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Re: DFHack 0.40.24-r2
« Reply #2311 on: March 16, 2015, 04:29:16 pm »

wow, thanks.
Edit: now dfhack pauses for a second, and then when I look in dwarf fortress there is nothing new.

I just fixed it, you can try again with this newer version.

https://gist.github.com/Devduweb/9299841e7169445f8cce
« Last Edit: March 16, 2015, 04:39:57 pm by Boltgun »
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lethosor

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Re: DFHack 0.40.24-r2
« Reply #2312 on: March 16, 2015, 04:35:49 pm »

I know that was the plan until I found out about the spawn-unit script, do we have any idea when it will be fixed?

Warmist is supposed to be working on it I think.
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

Max™

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Re: DFHack 0.40.24-r2
« Reply #2313 on: March 16, 2015, 05:36:13 pm »

There's this, or you could just edit d_init.txt. (If you mean changing it in-game, that should be possible with the former, although I'm not sure if I've implemented it yet.)
Edit: Should be implemented now.
Oh my god where has this been and why did I not even consider that you could do this?

I assume the way twbt switches the display method means it couldn't be hotswapped, but could it be toggled to enable/disable on reboot through the manager?
To answer my question, yes you can add {'TWBT', 'TWBT'}, to the print_mode list and it will activate/deactivate it as expected on restarting df which is incredibly handy since it is still a bit buggy in adventure mode.
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Urist McCoder

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Re: DFHack 0.40.24-r2
« Reply #2314 on: March 17, 2015, 06:32:11 am »

Thank you so much boltgun, would it be possible for me to package this script with my mod?
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Boltgun

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Re: DFHack 0.40.24-r2
« Reply #2315 on: March 17, 2015, 06:35:53 am »

Sure, but I warn you that after saving and reloading spawned units will be attacked by your dwarves.
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Urist McCoder

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Re: DFHack 0.40.24-r2
« Reply #2316 on: March 17, 2015, 07:00:07 am »

Hum, I did not think to test it in dwarf mode let me see one thing.

Edit. I had no problem with saving and reloading.
« Last Edit: March 17, 2015, 07:07:43 am by Urist McCoder »
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Urist McCoder

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Re: DFHack 0.40.24-r2
« Reply #2317 on: March 17, 2015, 11:08:33 am »

I am having trouble with modtools/reaction-trigger I put this into onLoad.INIT
Code: [Select]
modtools/reaction-trigger -reactionName CREATE_AUTOMATON -command [ spawn-unit -race AUTOMANTON ]but it asks me to point my pointy thing somewhere, how do I make it spawn the creature at the workshop where the reaction happened?
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Boltgun

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Re: DFHack 0.40.24-r2
« Reply #2318 on: March 17, 2015, 11:44:21 am »

I am having trouble with modtools/reaction-trigger I put this into onLoad.INIT
Code: [Select]
modtools/reaction-trigger -reactionName CREATE_AUTOMATON -command [ spawn-unit -race AUTOMANTON ]but it asks me to point my pointy thing somewhere, how do I make it spawn the creature at the workshop where the reaction happened?

You need to supply the position. I cannot test it right now but something like this may work.

Code: [Select]
modtools/reaction-trigger -reactionName CREATE_AUTOMATON -command [ spawn-unit -race AUTOMANTON -position \LOCATION]
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Urist McCoder

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Re: DFHack 0.40.24-r2
« Reply #2319 on: March 17, 2015, 12:01:46 pm »

It does not work :(
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Dirst

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Re: DFHack 0.40.24-r2
« Reply #2320 on: March 17, 2015, 12:07:50 pm »

Try
Code: [Select]
modtools/reaction-trigger -reactionName CREATE_AUTOMATON -command [ spawn-unit -race AUTOMATON -position [ \\LOCATION ] ]
Note the spacing and the double backslashes.

Edit: Fixed spelling of automaton.
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Urist McCoder

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Re: DFHack 0.40.24-r2
« Reply #2321 on: March 17, 2015, 12:24:31 pm »

is this right
Code: [Select]
modtools/reaction-trigger -reactionName CREATE_AUTOMATON -command [ spawn-unit -race AUTOMATON -position [ \\LOCATION ] ] because it still says to point my pointy thing somewhere.
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Dirst

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Re: DFHack 0.40.24-r2
« Reply #2322 on: March 17, 2015, 12:48:18 pm »

is this right
Code: [Select]
modtools/reaction-trigger -reactionName CREATE_AUTOMATON -command [ spawn-unit -race AUTOMATON -position [ \\LOCATION ] ] because it still says to point my pointy thing somewhere.
The new script is checking location differently than the old script I had duct-taped together, so I'm not sure exactly what's going on.  The \\LOCATION is actually a list of three numbers, thus the square brackets around it, and that doesn't seem to be getting slotted into spawn-unit's arguments properly.  With a "blank" position, it is defaulting to the cursor location.  If that gives an X-coordinate of -3000, it means the "pointy thing" isn't displayed currently.
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Urist McCoder

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Re: DFHack 0.40.24-r2
« Reply #2323 on: March 17, 2015, 01:04:02 pm »

could I call the location of the workshop and then input that some how?
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expwnent

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Re: DFHack 0.40.24-r2
« Reply #2324 on: March 17, 2015, 01:36:02 pm »

Code: [Select]
modtools/reaction-trigger -reactionName CREATE_AUTOMATON -command [ devel/print-args -race AUTOMATON -position [ \\LOCATION ] ]

Try this.
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