To change their name, give the raise interaction [CE_DISPLAY_NAME:NAME:singular:plural:adjective:START:0]
That doesn't work, trust me I've tried.
I encountered this issue as well. I think creatures brought back with the ANIMATE effect just default to corpse, no matter what.
Anyway, I've been trying to recreate the arch-vile from Doom. And I've hit quite a snag here.
[INTERACTION:ARCHVILE_IGNITE]
[I_TARGET:C:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:HAS_BLOOD]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:victim]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:C]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Ignited]
[SYNDROME]
[CE_FLASH_TILE:TILE:019:6:0:1:FREQUENCY:250:500:START:0:END:50]
[CE_CAN_DO_INTERACTION:START:51:END:200]
[CDI:INTERACTION:MATERIAL_EMISSION]
[CDI:VERB:erupt in a fiery explosion:erupts in a fiery explosion:NA]
[CDI:USAGE_HINT:ATTACK]
[CDI:USAGE_HINT:FLEEING]
[CDI:USAGE_HINT:TORMENT]
[CDI:ADV_NAME:ignite self]
[CDI:MATERIAL:INORGANIC:FIRE:UNDIRECTED_DUST]
[CDI:BP_REQUIRED:BY_CATEGORY:UPPERBODY]
[CDI:TARGET:SELF_ONLY]
[CDI:WAIT_PERIOD:1]
In this interaction, the arch-vile gives another interaction to its opponent, which sets off an "explosion" of "fire" to the victim. The buggy cave-in mechanics for dust attacks work pretty well for recreating that summoned fire attack. However, I was unable to find a way to directly use the game's hardcoded fire "material", so I instead opted to make an inorganic "fake fire" substance. This is the substance I use for the dust attack.
[INORGANIC:FIRE]
[USE_MATERIAL_TEMPLATE:FLAME_TEMPLATE]
[STATE_NAME_ADJ:ALL:Fire]
[STATE_COLOR:ALL:YELLOW]
[IGNITE_POINT:10000]
[MELTING_POINT:10000]
[BOILING_POINT:10000]
[MAT_FIXED_TEMP:14000]
The idea for the ignition, melting and boiling points was to have the fire "dust", which tends to cover people after a blast, dissipate once it gets into contact with the air. But it doesn't. So my questions: Did I mess something up somewhere? Is there anything I can do to prevent my interaction's dust attack from coating things in this fake fire? If not, is there anyway I can rename the fire so it's different for coatings/piles (so having it still called fire during the initial "blast", but having it named like ash for the contaminants it creates). If that isn't possible either, does anyone have some suggestions to go about this a different way? I've tried other breath attacks, and I feel they don't work nearly as well - and they still coat things. But maybe I'm going about this in an entirely wrong manner. Any suggestions would be appreciated.