Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 154 155 [156] 157 158 ... 360

Author Topic: DFHack 0.43.03-r1  (Read 1124885 times)

Urist McCoder

  • Bay Watcher
    • View Profile
Re: DFHack 0.40.24-r2
« Reply #2325 on: March 17, 2015, 01:47:06 pm »

same thing
Logged

Boltgun

  • Bay Watcher
  • [UTTERANCES]
    • View Profile
Re: DFHack 0.40.24-r2
« Reply #2326 on: March 17, 2015, 03:49:05 pm »

I must have broken the parameter, that'll be fixed in a day or two.
Logged

Urist McCoder

  • Bay Watcher
    • View Profile
Re: DFHack 0.40.24-r2
« Reply #2327 on: March 17, 2015, 06:08:17 pm »

cool
Logged

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: DFHack 0.40.24-r2
« Reply #2328 on: March 17, 2015, 10:19:13 pm »

I must have broken the parameter, that'll be fixed in a day or two.
Is this going to find its way into DFHack r3, or would I need to package this inside a mod that uses it?  Would you prefer me to direct people to download it separately?

I'd rather call a "standard" script and excise as much as possible from the mod-specific scripts I'm using.  The mod-specific logic can be used to construct appropriate parameters for spawn-unit (there are 48 different possibilities, basically because I'm a glutton for punishment).
Logged
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

Boltgun

  • Bay Watcher
  • [UTTERANCES]
    • View Profile
Re: DFHack 0.40.24-r2
« Reply #2329 on: March 18, 2015, 03:01:44 am »

Hopefully that would be in a future version of dfhack once its bugs are taken care of, there is also a few things missing with orientation flags and probably the noble screen too.
Logged

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: DFHack 0.40.24-r2
« Reply #2330 on: March 18, 2015, 06:35:17 am »

Hopefully that would be in a future version of dfhack once its bugs are taken care of, there is also a few things missing with orientation flags and probably the noble screen too.
Thanks.

It just so happens that I'm using the script to spawn genderless non-sentient creatures, so those bugs wouldn't affect the bugs I'm spawning :)
Logged
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

Uzu Bash

  • Bay Watcher
    • View Profile
Re: DFHack 0.40.24-r2
« Reply #2331 on: March 18, 2015, 10:19:24 am »

'die' command takes a long time to shut down. Why is it better to allow it to than just killing the process? What is it that dfhack must do before releasing the thread?
Logged

lethosor

  • Bay Watcher
    • View Profile
Re: DFHack 0.40.24-r2
« Reply #2332 on: March 18, 2015, 10:28:50 am »

"die" exits immediately and shouldn't be calling any exit handlers. It could take longer to exit depending on how much memory DF is using, but not too long.
Logged
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.

expwnent

  • Bay Watcher
    • View Profile
Re: DFHack 0.40.24-r2
« Reply #2333 on: March 19, 2015, 05:21:12 am »

same thing

That can't be right. What does it print? If it doesn't print anything then reaction-trigger isn't firing.
Logged

Urist McCoder

  • Bay Watcher
    • View Profile
Re: DFHack 0.40.24-r2
« Reply #2334 on: March 19, 2015, 05:51:45 am »

no it prints point your pointy thing somewhere
Logged

expwnent

  • Bay Watcher
    • View Profile
Re: DFHack 0.40.24-r2
« Reply #2335 on: March 19, 2015, 06:34:25 am »

Then you probably typed it in wrong because print-args doesn't work that way.
Logged

Urist McCoder

  • Bay Watcher
    • View Profile
Re: DFHack 0.40.24-r2
« Reply #2336 on: March 19, 2015, 11:56:37 am »

where am I supposed to put modtools/reaction-trigger -reactionName CREATE_AUTOMATON -command [ devel/print-args -race AUTOMATON -position [ \\LOCATION ] ] I put it in onLoad.INIT
Logged

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: DFHack 0.40.24-r2
« Reply #2337 on: March 19, 2015, 11:59:10 am »

where am I supposed to put modtools/reaction-trigger -reactionName CREATE_AUTOMATON -command [ devel/print-args -race AUTOMATON -position [ \\LOCATION ] ] I put it in onLoad.INIT
That is the right place, but make sure it is the ONLY reaction-trigger tied to that reaction.  Only one will trigger.
Logged
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

  • Bay Watcher
    • View Profile
Re: DFHack 0.40.24-r2
« Reply #2338 on: March 19, 2015, 02:01:43 pm »

I'm sorry  :'( I forgot to put it in, now it prints
Code: [Select]
Invoking: modtools/reaction-trigger -reactionName CREATE_AUTOMATON -command [ spawn-unit -race AUTOMATON -position [ \\LOCATION ] ]
Cannot write field coord.1: not found.
stack traceback:
[C]: in ?
[C]: in function 'assign'
...\Desktop\df_40_24_win_modded/hack/scripts/spawn-unit.lua:359: in function 'place'
...\Desktop\df_40_24_win_modded/hack/scripts/spawn-unit.lua:425: in function 'f'
...rs\Aidan\Desktop\df_40_24_win_modded\hack\lua\dfhack.lua:434: in function <...rs\Aidan\Desktop\df_40_24_win_modded\hack\lua\dfhack.lua:418>
(...tail calls...)
[C]: in function 'runCommand'
...rs\Aidan\Desktop\df_40_24_win_modded\hack\lua\dfhack.lua:454: in function '_run_command'
...rs\Aidan\Desktop\df_40_24_win_modded\hack\lua\dfhack.lua:469: in function 'run_command'
...24_win_modded/hack/scripts/modtools/reaction-trigger.lua:106: in function 'doAction'
...24_win_modded/hack/scripts/modtools/reaction-trigger.lua:146: in function <...24_win_modded/hack/scripts/modtools/reaction-trigger.lua:75>
Logged

Urist McCoder

  • Bay Watcher
    • View Profile
Re: DFHack 0.40.24-r2
« Reply #2339 on: March 19, 2015, 02:02:39 pm »

wait what It is still not doing
modtools/reaction-trigger -reactionName CREATE_AUTOMATON -command [ devel/print-args -race AUTOMATON -position [ \\LOCATION ] ]
Logged
Pages: 1 ... 154 155 [156] 157 158 ... 360