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Author Topic: DFHack 0.34.11 r3  (Read 1457828 times)

ag

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Re: DFHack 0.34.11 r3
« Reply #3255 on: March 16, 2013, 01:59:24 am »

Hm, yes, I think SC_WORLD_LOADED does fire in worldgen; after all, there is a world loaded in a fashion. That event actually works by detecting if df.global.world.world_data exists and contains something.

Edit: this should fix it: http://raw.github.com/angavrilov/dfhack/101ab2b301ddfe7bc5382157952599a32bae5d08/scripts/soundsense-season.lua
« Last Edit: March 16, 2013, 03:17:16 am by ag »
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Pkassad

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Re: DFHack 0.34.11 r3
« Reply #3256 on: March 16, 2013, 02:17:02 am »

If you set all the items the traders bring to be dumped and use the autodump function you can 'teleport' all their goods into your mountainhome for free...

Might be a good way to increase fun with the other races.
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Yes but then the three children hanging off her will catch fire.
And that's stopped people before...?

expwnent

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Re: DFHack 0.34.11 r3
« Reply #3257 on: March 16, 2013, 04:58:04 am »

Couldn't autosyndrome or somesuch have a kind of... [SYN_CLASS:DFHACK_CONSOLE_weather rain] something? I feel like that could work. Heck, I could maybe add it to itemsyndrome as well, but I'm not sure what utility that would have off the top of my head.

I don't understand what this means.

edit: If you want to create rain/whatever with a reaction you can already do that with autoSyndrome. Just make it trigger a script that does whatever you want. If you want to trigger something every time it rains, you'd need something else.
« Last Edit: March 16, 2013, 05:28:32 am by expwnent »
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Meph

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Re: DFHack 0.34.11 r3
« Reply #3258 on: March 16, 2013, 05:01:42 am »

I guess it means that as soon as a Syndrome existst ingame with this ID, the ID is entered into dfhack. Same for reactions. Run reaction DFHACK_CONSOLE_SIREN, and dfhack runs siren. Dwarf has an interactions with Syn_class:DFHACK_CONSOLE_WEATHER_RAIN, dfhack runs "weather rain".

Just a way to enter the command ingame, through modding, instead of typing it into the console.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

expwnent

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Re: DFHack 0.34.11 r3
« Reply #3259 on: March 16, 2013, 05:29:11 am »

That should totally be possible, but isn't implemented at the moment.
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Meph

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Re: DFHack 0.34.11 r3
« Reply #3260 on: March 16, 2013, 09:07:50 am »

Yep. Understood.

I also have this old, unresolved question: I cant get siege engine control to work. I use this in the init, and aim with 'q' on a ballista, press Ctrl-A, nothing happens...

# siege engine control
keybinding add Ctrl-A@dwarfmode/QueryBuilding/Some/SiegeEngine gui/siege-engine
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Putnam

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Re: DFHack 0.34.11 r3
« Reply #3261 on: March 16, 2013, 12:38:09 pm »

Couldn't autosyndrome or somesuch have a kind of... [SYN_CLASS:DFHACK_CONSOLE_weather rain] something? I feel like that could work. Heck, I could maybe add it to itemsyndrome as well, but I'm not sure what utility that would have off the top of my head.

I don't understand what this means.

edit: If you want to create rain/whatever with a reaction you can already do that with autoSyndrome. Just make it trigger a script that does whatever you want. If you want to trigger something every time it rains, you'd need something else.

Yes, that's already possible? Then it's far simpler to implement than what Meph wants, since it already exists. How does one have autosyndrome syndromes trigger scripta?

expwnent

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Re: DFHack 0.34.11 r3
« Reply #3262 on: March 16, 2013, 01:05:38 pm »

[SYN_CLASS:\COMMAND]
[SYN_CLASS:weather]
[SYN_CLASS:rain]

Or whatever. Works for plugins, lua scripts, ruby scripts, anything. Anything the user can do from the console (in one command), you can do with this.
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Putnam

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Re: DFHack 0.34.11 r3
« Reply #3263 on: March 16, 2013, 01:11:58 pm »

So there, Meph :V

expwnent

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Re: DFHack 0.34.11 r3
« Reply #3264 on: March 16, 2013, 01:15:02 pm »

I think Meph was asking about something slightly different, like triggering scripts when a unit gets a particular syndrome for any reason, including creature abilities, evil rains, etc. THAT is not yet implemented, but would be an easy enough augmentation to autoSyndrome.
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Putnam

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Re: DFHack 0.34.11 r3
« Reply #3265 on: March 16, 2013, 01:16:14 pm »

He was asking about reactions triggering scripts, which is exactly what you just posted.

Meph

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Re: DFHack 0.34.11 r3
« Reply #3266 on: March 16, 2013, 01:36:17 pm »

Just to make myself abundantly clear.

[SYN_CLASS:\COMMAND]
[SYN_CLASS:fastdwarf 1]

I put this on a boiling rock, apply it to a creature by spawning it in a workshop, and dfhack runs fastdwarf 1? Its a rethorical question, because I will test it anyway, but yeah... wow.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Putnam

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Re: DFHack 0.34.11 r3
« Reply #3267 on: March 16, 2013, 01:37:02 pm »

I think it would be more like:

[SYN_CLASS:\COMMAND]
[SYN_CLASS:fastdwarf]
[SYN_CLASS:1]

Askot Bokbondeler

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Re: DFHack 0.34.11 r3
« Reply #3268 on: March 16, 2013, 01:38:50 pm »

i'm sorry i'm asking this again but i'd really like this
i'd like to request a plugin or script that made armours and weapons wear down with use. i don't know how hard it would be or how reasonable it is to ask.
would anyone be interested?

It is possible but by use do you mean just time or actually when in a fight?

the latter is harder
the latter would be ideal, but i'd be happy with the first

E: and also, rotting food even when properly stockpiled
« Last Edit: March 16, 2013, 01:40:31 pm by Askot Bokbondeler »
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expwnent

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Re: DFHack 0.34.11 r3
« Reply #3269 on: March 16, 2013, 01:46:29 pm »

I'd recommend learning ruby or lua or C++ and doing it yourself. That's complicated enough that it's not trivial for someone to do it for you.
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