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Author Topic: Bots mod 1.1 We now promise to crush you beneath lore!  (Read 10542 times)

Wiseacre

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Re: Bots mod.08 A work in progress, needs some opinions.
« Reply #45 on: January 08, 2010, 06:04:07 am »

Updated them, that look ok? I'll do some playtesting tomorrow.
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Wiseacre

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Re: Bots mod 1.0 A work in progress, more to come!
« Reply #46 on: January 09, 2010, 08:58:39 pm »

Finished the tiles!



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Wiseacre

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Re: Bots mod 1.0 A work in progress, more to come!
« Reply #47 on: January 10, 2010, 05:09:50 pm »

Another question here; how do I change the master skill of a weapon's name?

Such as:
Axebot become Chainsawbot
Axe lord wants to become Chainsaw lord
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Deon

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Re: Bots mod 1.0 A work in progress, more to come!
« Reply #48 on: January 10, 2010, 05:14:55 pm »

There're no tokens for it in the current version.
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darkflagrance

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Re: Bots mod 1.0 A work in progress, more to come!
« Reply #49 on: January 10, 2010, 07:46:17 pm »

You can change the creature entry to make it so that axemen of that race will be called "Chainsaw bots". Anything that has a "man" in its normal form (swordsman, marksman, fisherman) can be changed this way - just see the dwarves for examples.

However, things like Lashers, Axe Lords, and Wrestlers cannot be changed because they lack a "man" in their name.
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Lobos

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Re: Bots mod 1.0 A work in progress, more to come!
« Reply #50 on: January 11, 2010, 12:05:43 pm »

One thing I noticed with the new version is that the bots lack the ability to grasp anything. You might want to take a look at that.
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Haspen

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Re: Bots mod 1.0 A work in progress, more to come!
« Reply #51 on: January 11, 2010, 03:50:09 pm »

Maybe this one fixed, or maybe everyone forgot, but:

Spoiler (click to show/hide)

Left trundles have
Code: [Select]
[RIGHT] tag :P

If that was fixed already, sorry for that, haven't downloaded the mod yet xP
« Last Edit: January 12, 2010, 07:45:42 am by Haspen »
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Wiseacre

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Re: Bots mod 1.0 A work in progress, more to come!
« Reply #52 on: January 11, 2010, 04:18:35 pm »

One thing I noticed with the new version is that the bots lack the ability to grasp anything. You might want to take a look at that.

The bots have: :5FINGERS, and the hands are included in the :HUMANOID tag, which is in the regular body_default. This doesn't work for grasping? If not, what am I doing wrong there?

[BP:RH:right hand][CON:RLA][GRASP]
[BP:LH:left hand][CON:LLA][GRASP]

[BODY:5FINGERS]
[BP:FINGER1:thumb][CONTYPE:GRASP][DIGIT][SMALL]
[BP:FINGER2:first finger][CONTYPE:GRASP][DIGIT][SMALL]
[BP:FINGER3:second finger][CONTYPE:GRASP][DIGIT][SMALL]
[BP:FINGER4:third finger][CONTYPE:GRASP][DIGIT][SMALL]
[BP:FINGER5:fourth finger][CONTYPE:GRASP][DIGIT][SMALL]

Maybe this one fixed, or maybe everyone forgot, but:

Spoiler (click to show/hide)

Left trundles have
tag :P

If that was fixed already, sorry for that, haven't downloaded the mod yet xP
Just fixed it, and put it back up. Thanks for the catch! If you do get around to playing it, tell me if you see anymore problems.
« Last Edit: January 12, 2010, 02:37:10 am by Wiseacre »
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Lobos

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Re: Bots mod 1.0 A work in progress, more to come!
« Reply #53 on: January 12, 2010, 06:29:35 am »

Right, so I fixed the bug, having a two custom bodies raw doesn't work well for robots.
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Wiseacre

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Re: Bots mod 1.0 A work in progress, more to come!
« Reply #54 on: January 19, 2010, 08:04:13 am »

Finally pulled my garbage together and wrote the third installment of my story, and introduced a new enemy civ + more graphics.
Spoiler (click to show/hide)
All updated and squeaky. Please folks, tell me if you find any bugs, and if you choose to read the third installment, of my story.. uhh.. It's a bit big. Tell me what you think. Thanks!
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jaked122

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Re: Bots mod 1.1 We now promise to crush you beneath lore!
« Reply #55 on: March 14, 2010, 12:32:56 pm »

perhaps you should remove [BABY:1] and [CHILD:12] from your mod, robots don't really grow in that respect(unless you think they should)
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