Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 107 108 [109] 110 111 ... 373

Author Topic: DFHack 0.34.11 r3  (Read 1457895 times)

ag

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.10 r1
« Reply #1620 on: May 28, 2012, 06:44:44 am »

You can copy and paste from the DFhack window. just right click the title bar, and do edit->mark.

... or use "dfhack-run prospect"
Logged

Tierre

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.10 r1
« Reply #1621 on: May 28, 2012, 06:57:02 am »

btw instead of running scripts by typing them by handyu can add them to tools of dfusion.
Logged

Rumrusher

  • Bay Watcher
  • current project : searching...
    • View Profile
Re: DFHack 0.34.10 r1
« Reply #1622 on: May 28, 2012, 07:09:48 am »

btw instead of running scripts by typing them by handyu can add them to tools of dfusion.
or if you go advance and make a folder for them and go into the main dfusion init to link the folder with the rest of dfusion. that what I did way back in dfusion was standalone
Logged
I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

The Scout

  • Bay Watcher
  • ?????
    • View Profile
Re: DFHack 0.34.10 r1
« Reply #1623 on: May 28, 2012, 08:33:44 am »

How am I supposed to use the liquids command? DFHack says I must have my cursor in-game, but then I cannot enter in the command in DFHack. Is there a simple way to do this I am missing?
Logged
Whatever you do, don't agree to stop looking at pornography or getting help from Jesus.
"mind if I sig this"
 - Person who isn't actually going to put that in their sig

Rose

  • Bay Watcher
  • Resident Elf
    • View Profile
Re: DFHack 0.34.10 r1
« Reply #1624 on: May 28, 2012, 08:55:13 am »

Not your mouse cursor, your X cursor
Logged

ab9rf

  • Bay Watcher
    • View Profile
    • ab9rf@github
Re: DFHack 0.34.10 r1
« Reply #1625 on: May 28, 2012, 10:37:42 am »

I'm having bit of a problem with autobutcher-namely I can't get it to work at all. How do I use it?(I've followed the steps in the readme, but I still can't do it)

Hm, weird. If you followed one of the examples (1. set target count for a race, 2. put that race onto the watchlist, 3. start autobutcher) it should work. By default it´s set to run ca. once per minute, so you might not see an effect right away, though.

But it´s possible that the latest updates somehow killed it, I didn´t have the time to play more than a short while since Toady introduced the minecart stuff. I´ll look into it later today. Anybody else having problems with autobutcher and/or autonestbox?
No, both work mostly fine for me and I've been poking at them fairly aggressively.  I have run into autonestbox trying to move nested birds, though, so the logic to avoid that may not be working correctly.

Also, I think it's safe to autonest trained but not yet domesticated egglayers.  Even if they break training they'll still remain nested.  The problem comes when you autonest egglayers who were previously war creatures.  Those will not remain nested and will instead attack anyone in the vicinity.  I'm not sure how to test for that, though.
Logged

Iceflame

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.10 r1
« Reply #1626 on: May 28, 2012, 12:16:45 pm »

Is there a way to remove or kill single units with DFhack?
Logged

danaris

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.10 r1
« Reply #1627 on: May 28, 2012, 12:22:47 pm »

You can always use the liquids command to drop magma on them.

Or if they're particularly persistent, drop magma and water on them.
Logged

Iceflame

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.10 r1
« Reply #1628 on: May 28, 2012, 01:46:58 pm »

They are undead - I placed magma on them, and they became a living existing torch, running around and setting the whole map on fire.
I do not know where they came from - i have no evil biome, nor is a tower nerby my embark.
Logged

robertheinrich

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.10 r1
« Reply #1629 on: May 28, 2012, 03:20:53 pm »

They are undead - I placed magma on them, and they became a living existing torch, running around and setting the whole map on fire.
I do not know where they came from - i have no evil biome, nor is a tower nerby my embark.

Undead burn in magma, too. They just take more damage before they die. You can seal them off with obsidian walls (using liquids), then pour magma from above. Currently dfhack has no easy "kill creature" function... I´ve read that setting the blood amount to zero works, but for that you need lua or direct memory hacks and I´m not sure if it will even help against undead.
Logged

JAFANZ

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.10 r1
« Reply #1630 on: May 28, 2012, 03:44:09 pm »

You can copy and paste from the DFhack window. just right click the title bar, and do edit->mark.
... or use "dfhack-run prospect"

Thank you, both.
Logged

PK1312

  • Bay Watcher
    • View Profile
Re: DFHack 0.34.10 r1
« Reply #1631 on: May 28, 2012, 06:44:07 pm »

okay actually it would appear I have no folder called scripts. The only thing in my hack folder is "plugins" and those are all DLL files, not lua, and dropping it in there doesn't allow it to run. Neither does making my own script folder and dropping it in there.
Take latest DfHack from first post. It definitely has "script" folder.

Oh, jeez. This is what I get for using the lazy newb pack, I suppose. Thanks for putting up with me. Now I no longer have to wait several hours for strand extraction :P
Logged

zkm2erjfdb

  • Escaped Lunatic
    • View Profile
Re: DFHack 0.34.10 r1
« Reply #1632 on: May 29, 2012, 03:17:31 am »

Sorry..my english = very little linguistic ability
And this is my first reply with the help of (google translation)

I have some ploblem with LUA.
I copy somewords from (vjek:Reply #1565 on: May 23, 2012, 05:55:53 pm)
//I don't know how to use function of forum,sorry.

from elevate_physical.lua:
function elevate_unit(demigod)
{}
end
local opt = ...
local demigod = 2600

if opt then
   demigod = opt
end

elevate_unit(demigod)


I checked a lot of information ,but I didn't know how {local opt = ...} worked.
If enter like :
      [DFHack]# lua elevate_physical.lua 3000
Then opt = 3000 so demigod =3000.

But I want to learn :how can I pass two variables
Is it like :
      [DFHack]# ***.lua 2300 3000 ??
And how can I get these two variables?


 :o...I find another way to do it :      local n2=Console.lineedit("second number:")
Is there a way to do it easier?
« Last Edit: May 29, 2012, 08:02:31 am by zkm2erjfdb »
Logged

Rumrusher

  • Bay Watcher
  • current project : searching...
    • View Profile
Re: DFHack 0.34.10 r1
« Reply #1633 on: May 29, 2012, 03:52:16 am »

They are undead - I placed magma on them, and they became a living existing torch, running around and setting the whole map on fire.
I do not know where they came from - i have no evil biome, nor is a tower nerby my embark.

Undead burn in magma, too. They just take more damage before they die. You can seal them off with obsidian walls (using liquids), then pour magma from above. Currently dfhack has no easy "kill creature" function... I´ve read that setting the blood amount to zero works, but for that you need lua or direct memory hacks and I´m not sure if it will even help against undead.

Code: [Select]
function tools.dead(unit)
if unit==nil then
unit=getCreatureAtPos(getxyz())
end
print("which flag")
unit.flags1.dead=true
end
tools.menu:add("dead",tools.dead)

the bit about flags is on dfusoin's utility page on the wiki.
Logged
I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

vjek

  • Bay Watcher
  • If it didn't work, change the world so it does.
    • View Profile
Re: DFHack 0.34.10 r1
« Reply #1634 on: May 29, 2012, 09:09:16 am »

... Is there a way to do it easier?
That's a pretty good way to make it interactive, but if you want it to accept an array of values, then you'll have to use an array! :)  Martin mentioned he had done this already, so it may be worth PM'ing him to see what he's written and if he's willing to share it with you.

I'm busy for the rest of the week, but I could investigate next week and write up a version that would accept a range of values.

However, if you want to use a particular set of values, you could always change it so you pass it a single keyword, or a single number:  IF that string is the input, THEN use this template of attributes or traits.  IF a different string, THEN use a different template, and so on. 

I'm not exactly sure what your end goal is, I'm just guessing, but those are some ideas.
Pages: 1 ... 107 108 [109] 110 111 ... 373