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Development Forum |
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| stim sign [confusion] 1000 | |
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Geek2Nurse
 

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4/27/2012 | |
The more I read about stim the less I understand it. I must be reading the wrong places.
All I want to do is add a little stim to my trapper seeds to make them mildly interesting, so creatures will pick them up and carry them around briefly, to help increase the spread of the plants.
1. Is "discomfort" the one I'm looking for?
2. I think what I want is a little bit of stim when the creature looks at the seed, and a little more when it picks it up. Is that right? If it's just when it picks it up, can the creature tell ahead of time it will be interesting to do so?
3. After it picks it up, does the stim keep stimming, or is it a one-shot sort of thing? I suspect the latter, which is what I want, since I want them to drop it after a bit.
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Optimist: the glass is half full.
Pessimist: the glass is half empty.
Engineer: the glass is twice as big as it needs to be. |

Malkin
     Manager

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4/27/2012 | |
If it's in the get script, 'I have gotten' would be the one you're looking for.
Have a look at your 'Creature Decisions' cos file - a thread on it - it governs stimuli that aren't directly given by objects as a blanket script.
You might also want to download my notes on stimuli as a supplement to the CAOS documentation. 
I'm not sure if the stim keeps stimming - looking at ettins and grendels' behaviour with gadgets and eggs, I'd suspect so, but I'm not sure.
My TCR Norns |

Geek2Nurse
 

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4/27/2012 | |
I don't think it has a get script...I was thinking I would just put it in the "make seeds" script, along with the attr, bhvr, perm, etc. Is that the wrong way to do it, then?
Thanks for the links, will see if I can get myself a little less confused. 
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Optimist: the glass is half full.
Pessimist: the glass is half empty.
Engineer: the glass is twice as big as it needs to be. |

Amaikokonut
 

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4/27/2012 | |
Sadly, it doesn't quite work that way >:
stim sign and other related commands (stim writ, stim shou, etc) don't set a parameter permanently in the agent, they're just commands that execute once. You'd have to set something like that on a timer script or in an event script, then it would send the stim every time that script runs.
Furthermore, I think stim sign affects all creatures within line of sight of the object; I'm not sure they actually have to be looking at it to receive the stim, which might throw a wrench in things.
I really love the idea of having creatures spread out the seed population though. Though I'll be honest, the first thing that comes to mind is the (somewhat gross) idea of seeds that are ingested by animals so they can um, be "planted" later in a new area to grow (an approach like that would be quite doable too, if you didn't mind the weirdness factor of it).
[Naturing :: Nurturing] |

Liam
  

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4/27/2012 | |
You could avoid the ick factor by making it a fruit, and in the eat script create the seeds before destroying the fruit. Simulates a creature eating everything but the seeds (which might be indigestible or something).
- Liam / K'aeloree
Spellhold Studios, a Baldur's Gate II, Neverwinter Nights and Oblivion Modding Community |

Amaikokonut
 

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4/27/2012 | |
^ That's true too. Although I don't know how many creatures would pick up a fruit and carry it around to another place before eating it, so it might not be as effective for spreading seeds out (then again I guess it's not like we can count on creatures to travel much either, fruit in tow or not).
Though now that I consider it, you wouldn't have to play up the ick factor that much, just set a name variable in a creature that eats a seed to mark it as a "carrier", and have another agent run a timer script that checks creatures every few minutes and starts a sprout in the general area of said "carrier".
Though on the other hand if you were going to do something like that, you could choose a less-icky mimicry of nature-- instead of having the creature eat the seeds, just mark creatures that brush up against the plant as carriers, and suggest that the seeds latch onto the fur of nearby creatures and are carried around that way.
(Sorry if we're totally carrying away your idea Geek2Nurse XD)
[Naturing :: Nurturing] |

Geek2Nurse
 

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4/28/2012 | |
No worries, Amaikokonut...I love the ideas, I just don't have the faintest idea how to implement them! I'll keep banging on it, though...and slowly but surely, I'll figure out how to do more stuff.
Hey, Liam, I wanted to look at your justanut bush script (I love that thing!), but I can't get Revelation to decompile the biodome object pack. Is that normal, or am I doing something wrong? (It injects fine.)
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Optimist: the glass is half full.
Pessimist: the glass is half empty.
Engineer: the glass is twice as big as it needs to be. |
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