Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 253 254 [255] 256 257 ... 357

Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 431414 times)

Fallen Flame

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3810 on: August 31, 2011, 06:24:26 pm »

Question how does one go about making a creature fully fire/magma proof. I gave it both [FIREIMMUNE] and [FIREIMMUNE_SUPER] that didn't work. If I remove it's fat will that provide it with the protection that I'm looking for?

and do I remove the fat simply by doing this? [REMOVE_TISSUE:FAT]
Logged

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3811 on: August 31, 2011, 06:38:52 pm »

Right from a Fire Imp

Spoiler (click to show/hide)
Logged

Fallen Flame

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3812 on: August 31, 2011, 06:43:58 pm »

Ahh should have thought of that, removing fat just filled the error log with errors so that really didn't work.

Will this only effect a single caste in I place it in a caste definition?

Okay my game keeps crashing when I spawn my creature in the arena can anyone tell me why?


Spoiler: creature file (click to show/hide)
« Last Edit: August 31, 2011, 06:52:54 pm by Fallen Flame »
Logged

ArKFallen

  • Bay Watcher
  • Bohandean Desserter
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3813 on: August 31, 2011, 07:15:29 pm »

-Snipped-
Your castes are referenced before they're defined. I don't know if that's causing all the problems but it should cause some. You'd probably be best off putting the castes and materials before the body or just remove the 'select_caste's, depending on what you're going for on a second look you probably want my first advice.
« Last Edit: August 31, 2011, 07:17:14 pm by ArKFallen »
Logged
Hm, have you considered murder?  It's either that or letting it go.
SigText
I logged back on ;_;

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3814 on: August 31, 2011, 07:35:24 pm »

It goes
[BODY:....]
[MATERIALS]
[TISSUES]
[ASSIGNING TISSUES]
Castes
Logged

ArKFallen

  • Bay Watcher
  • Bohandean Desserter
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3815 on: August 31, 2011, 08:01:13 pm »

It goes
[BODY:....]
[MATERIALS]
[TISSUES]
[ASSIGNING TISSUES]
Castes
If you put 'select_caste:all' on the parts for all castes and castes for caste bits, it works just as well. Really useful for castes with different body parts. So if you put castes at the top (but below creature name and such) and put Select_Caste:All right after the def's it works the same, but you can reference castes for everything following(ie bodies,materials,tissues,tokens,attacks,appearances,etc)

[Just to be sure: Was this directed at me? Or did I respond to something not intended for me?]
Logged
Hm, have you considered murder?  It's either that or letting it go.
SigText
I logged back on ;_;

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3816 on: August 31, 2011, 08:10:51 pm »

It wasn't targeted at you Ark, I was simply stating the format. Altho you learn something new everyday, and I didn't know you could assign the tissues at the end :P
Logged

Fallen Flame

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3817 on: August 31, 2011, 08:57:15 pm »

I managed to clean up the error log and the game doesn't crash anymore. Is it possible though to make a certain caste have immunity to fire and magma? the way that you listed earlier works but it makes all castes become immune to heat and I only want one caste to be be able to do that.
Logged

ArKFallen

  • Bay Watcher
  • Bohandean Desserter
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3818 on: August 31, 2011, 09:26:38 pm »

I managed to clean up the error log and the game doesn't crash anymore. Is it possible though to make a certain caste have immunity to fire and magma? the way that you listed earlier works but it makes all castes become immune to heat and I only want one caste to be be able to do that.
Did you put 'Select_Caste:X' before it? If that doesn't work you might have to duplicate all the materials and then select those. Or maybe...
Does the 'FIXED_TEMP' token work for castes? If it does this could speed up Flame's progress.
Logged
Hm, have you considered murder?  It's either that or letting it go.
SigText
I logged back on ;_;

Fallen Flame

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3819 on: August 31, 2011, 10:12:43 pm »

I'm getting quite frustrated with creating this creature of mine, I keep running into problems with it...

First off I can't manage to make one caste fireproof to allow it to utilize an attack that gets hot material over its enemy and I want this to happen without them taking damage from any splashing from the attack.

And secondly I'm trying to get another caste to be made of stone and essentially be a golem, but I'm getting the same problem trying to make one caste fireproof, turning one caste into stone turns all the other castes into stone as well.

I might just be going about this and creating it in a way that doesn't work If so is there a different way to go about this and only get it affecting a single caste...


And once again here is the file feel free to take a look.

Spoiler (click to show/hide)
Logged

Pvtbones

  • Escaped Lunatic
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3820 on: August 31, 2011, 11:40:10 pm »

is it possible to limit a civilization to just copper weapons? and how would I?
Logged

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3821 on: August 31, 2011, 11:59:53 pm »

is it possible to limit a civilization to just copper weapons? and how would I?

You would have to remove furnace operators from their permitted jobs and then give them a custom reaction that generates copper using another skill.

squishynoob

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3822 on: September 01, 2011, 03:45:22 am »

First off I can't manage to make one caste fireproof to allow it to utilize an attack that gets hot material over its enemy and I want this to happen without them taking damage from any splashing from the attack.

For this you can use
[MATERIAL_BREATH_ATTACK:<material>:<type>]

Valid types are
TRAILING_DUST_FLOW
TRAILING_VAPOR_FLOW
TRAILING_GAS_FLOW
SOLID_GLOB
LIQUID_GLOB
UNDIRECTED_GAS
UNDIRECTED_VAPOR
UNDIRECTED_DUST

I'm not very familiar with it, but I think you have to create a "flame" gas material with fixed temp, and then use it.
Logged

ArKFallen

  • Bay Watcher
  • Bohandean Desserter
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3823 on: September 01, 2011, 06:11:41 am »

I'm getting quite frustrated with creating this creature of mine, I keep running into problems with it...

First off I can't manage to make one caste fireproof to allow it to utilize an attack that gets hot material over its enemy and I want this to happen without them taking damage from any splashing from the attack.

And secondly I'm trying to get another caste to be made of stone and essentially be a golem, but I'm getting the same problem trying to make one caste fireproof, turning one caste into stone turns all the other castes into stone as well.

I might just be going about this and creating it in a way that doesn't work If so is there a different way to go about this and only get it affecting a single caste...


And once again here is the file feel free to take a look.
Will respond with creature edits in 6hrs our so. I had already edited it, but accidently hit tab and backspace, and I don't have the time to redo it now.
Logged
Hm, have you considered murder?  It's either that or letting it go.
SigText
I logged back on ;_;

Jimbo

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3824 on: September 01, 2011, 07:40:43 am »

Hi i am interested in creating graphics for custom created creatures, is there a how-to guide on how to do this floating about anywhere? A search of this forum  for " creating graphics " failed to yield an answer sadly and the wiki appears bare  :(
Logged
Pages: 1 ... 253 254 [255] 256 257 ... 357