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Author Topic: Why is it pushing?  (Read 1469 times)

Necro910

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Why is it pushing?
« on: May 27, 2011, 12:54:30 pm »

This question has been asked many times by creature creators.

Why is my creature pushing?
Spoiler (click to show/hide)
[BODY:DEFORMED:2EYES:2EARS:NOSE:HUMANOID_JOINTS:NECK:SKULL:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE:BLADES]

It has the parts right there, so why is it pushing? The category is "BLADE" for the individual body part (Like ARM_LOWER) so why is this happening?

Quietust

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Re: Why is it pushing?
« Reply #1 on: May 27, 2011, 01:13:24 pm »

That syntax doesn't look quite right - you're telling it to use a child tissue layer group and specifying the body part to use, but you aren't specifying which actual tissue layer to use (normal creatures use [ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]). Check your errorlog.txt and you might find some messages explaining this problem.
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EmperorJon

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Re: Why is it pushing?
« Reply #2 on: May 27, 2011, 01:13:31 pm »

Checked error log?
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Trapezohedron

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Re: Why is it pushing?
« Reply #3 on: May 27, 2011, 02:28:02 pm »

This question has been asked many times by creature creators.

Why is my creature pushing?
Spoiler (click to show/hide)
[BODY:DEFORMED:2EYES:2EARS:NOSE:HUMANOID_JOINTS:NECK:SKULL:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE:BLADES]

It has the parts right there, so why is it pushing? The category is "BLADE" for the individual body part (Like ARM_LOWER) so why is this happening?

Here's a revamped version of your attacks:
Code: [Select]
[ATTACK:GORE:BODYPART:BY_CATEGORY:BLADE] -- it should choose which limb to attack with.
[ATTACK_SKILL:MELEE_COMBAT]
[ATTACK_VERB:stab:stabs]
[ATTACK_CONTACT_PERC:10]
      <ATTACK_PENETRATION_PERC:50?> --- I think it should be similar to a creature's bite attack, else it might just tear skin and a bit of muscle.
[ATTACK_FLAG_EDGE]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:SCRATCH:BODYPART:BY_CATEGORY:BLADE]
[ATTACK_SKILL:MELEE_COMBAT]
[ATTACK_VERB:slash:slashes]
[ATTACK_CONTACT_PERC:70]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]

It should work, assuming that the bodyparts match.

I'll explain some errors in your creature's raws:

Code: [Select]
[ATTACK:GORE:BODYPART:BY_TYPE:BLADE]  --- use BY_CATEGORY instead, because by type asks for specific bodypart functions like [GRASP] and [STANCE] (you can even use [THOUGHT] with it, not that it will deal much damage.)
[ATTACK_SKILL:MELEE_COMBAT]
[ATTACK_VERB:stab:stabs]
[ATTACK_CONTACT_PERC:10]
[ATTACK_FLAG_EDGE]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_CATEGORY:BLADE] --- as for this, I have no idea. CHILD_TISSUE_LAYER_GROUP never seems to work for me. But maybe replace that with CHILD_BODYPART_GROUP and it might work.
[ATTACK_SKILL:MELEE_COMBAT]
[ATTACK_VERB:slash:slashes]
[ATTACK_CONTACT_PERC:70]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
« Last Edit: May 27, 2011, 02:41:19 pm by New Guy »
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Necro910

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Re: Why is it pushing?
« Reply #4 on: May 28, 2011, 01:06:44 pm »

Thank you. And I laughed really hard at the "You can even attack with a [THOUGHT] bodypart"

I could use that for the divider, if I add it  :)

EDIT: It does not work. The attacks keep "Passing through"

"The slasher slashes the human in the upper body, but the attack passes through!"

3

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Re: Why is it pushing?
« Reply #5 on: May 28, 2011, 01:21:35 pm »

The blades probably don't have any tissues.
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Necro910

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Re: Why is it pushing?
« Reply #6 on: May 28, 2011, 01:30:58 pm »

The blades probably don't have any tissues.
I specified they be made of steel  :-\

I'm guessing I missed something important.

D_E

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Re: Why is it pushing?
« Reply #7 on: May 28, 2011, 02:36:30 pm »

Check your error log.  If they have no tissues it should be complaining about that fact in the error log.

Also, please post the full creature raws, as well as the full raws for any new bodyparts.
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Trapezohedron

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Re: Why is it pushing?
« Reply #8 on: May 28, 2011, 11:38:43 pm »

The blades probably don't have any tissues.
I specified they be made of steel  :-\

I'm guessing I missed something important.

Either this:

Code: [Select]
[TISSUE:STEEL]
[TISSUE_NAME:steel(?):steel]
[TISSUE_MATERIAL:INORGANIC:STEEL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:BLADE:STEEL]
Or this:
   
Code: [Select]
[USE_MATERIAL_TEMPLATE:BLADEBONE:BONE_TEMPLATE] - materials based on steel
[STATE_NAME_ADJ:ALL_SOLID:sharp, twisted bone]
[STATE_NAME_ADJ:LIQUID:n/a] - it doesn't melt
[STATE_NAME_ADJ:GAS:n/a] - or turn into gas
<MATERIAL_VALUE:30> - optional
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:1505000]
[IMPACT_FRACTURE:2520000]
[IMPACT_STRAIN_AT_YIELD:940]
[COMPRESSIVE_YIELD:1505000]
[COMPRESSIVE_FRACTURE:2520000]
[COMPRESSIVE_STRAIN_AT_YIELD:940] 160
[TENSILE_YIELD:430000]
[TENSILE_FRACTURE:720000]
[TENSILE_STRAIN_AT_YIELD:225] 200
[TORSION_YIELD:430000]
[TORSION_FRACTURE:720000]
[TORSION_STRAIN_AT_YIELD:215]
[SHEAR_YIELD:430000]
[SHEAR_FRACTURE:720000]
[SHEAR_STRAIN_AT_YIELD:215] no data, used 200
[BENDING_YIELD:430000]
[BENDING_FRACTURE:720000]
[BENDING_STRAIN_AT_YIELD:215]
[MAX_EDGE:10000]
[TISSUE:BLADEBONE]
[TISSUE_NAME:sharp, twisted bone:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:BLADEBONE]
[TISSUE_MAT_STATE:SOLID]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:BLADE:BLADEBONE]

The problem with using plain steel is that it will show up as 'necromorph steel' or if the creature has a name, then it will appear as 'Necromorph 1's steel'.

The second one uses pure bone as a base, with a new name and edited material values to match steel. The bone's name will appear as 'necromorph sharp, twisted bone'.

Of course, the bone's material template takes care of the other tags like [ITEMS_HARD] and [ITEMS_BARRED], so you can still carve figurines of necromorphs raping unitarian colonists.

Also, the [TISSUE:BLADEBONE] tissue lacks pain receptors, to remedy that, just add [PAIN_RECEPTORS:XX], where XX stands for numbers. Note that, higher numbers mean it hurts more.

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