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Development Forum |
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Geek2Nurse
 

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5/2/2012 | |
Here's something I keep forgetting to ask. My starflower agent's seeds clatter when they fall to the ground. I did not assign a sound to them, so I'm assuming the program just assigns a "falling thing hitting the ground" sound by default? Does it do that for other things? If I hadn't put in a munching sound for eating the seeds, would if have done that for me too?
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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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5/2/2012 | |
According to this,it's using the 'drop' script for the star seeds, which does include a clatter.
My TCR Norns |

Geek2Nurse
 

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5/2/2012 | |
*Facepalm* of COURSE, I'm calling another script from mine...that synapse just hadn't gotten around to firing yet, thanks for nudging it! 
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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. |

Moe
  

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5/2/2012 | |
Although for what it's worth, you actually CAN assign default scripts for agents and creatures. I used it once to add a buoyancy script to agents so things would float, sink, or sink at a different pace. I don't recall the details...but the script is probably laying around here someplace...
I deemed it too resource intensive to be useful. |

Malkin
     Manager

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5/2/2012 | |
I altered the DS default script for simple objects' hit scripts, you can get it here - although now I know more about stimuli, it could be updated to replicate the stimulus 'I have hit' more closely.
My TCR Norns |