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Room Type For Arctic Conditions?   
Laura
Tea Queen

Laura
United Kingdom  

 visit Laura's website: CC Chat
  12/12/2015

Hellooooo, me again. :)

Say I was in the middle of coding an agent that's designed to grow in snowy areas (i.e. Chione, The North Pole, etc.) is there any specific room type I can set for that? The list of C3/DS Room Types on the Creatures Wiki doesn't appear to mention one, so I wanted to check.

It's no big deal if there isn't, it'll just look a bit weird to see something icy growing among the grass of the Norn Terrarium I guess, but I can live with that. :P Thanks!

 
Moe

Moe


 visit Moe's website: Creatures 2 to Docking Station
  12/12/2015  1

Unfortunately you'd want to stick with typical normal, boggy, or drained soil types, or all three. There is no well defined "tundra" or "arctic" room types. What you'll be most keen on is the temperature CA, number 2 - Heat. That's what anything that should be growing in a cold environment will need to check, and hopefully it'll end up growing where it needs to and looks best in cold rooms with soil like Ostrova.
 
Laura
Tea Queen

Laura


 visit Laura's website: CC Chat
  12/12/2015

Thanks, Moe. What would the code have to look like, in order for the agent to check for the heat CA, please? I've never done it before. This is all very useful! :)
 
Moe

Moe


 visit Moe's website: Creatures 2 to Docking Station
  12/12/2015

doif prop room ownr 2 ge .5
*Do Something*
endi

Translation:

Do If the PROPerty of the ROOM at the OWNR agent's (the one running the script) center coordinates for CA value 2 (heat) is GreaterthanorEqualto .5
[the thing it does]
end.

 
Laura
Tea Queen

Laura


 visit Laura's website: CC Chat
  12/12/2015

I get the doif bit, but I don't know what should go where *Do something* is.

Sorry, I don't feel like I'm being particularly bright here. :P

 
Moe

Moe


 visit Moe's website: Creatures 2 to Docking Station
  12/12/2015

That's where you'll put the code for whatever the object is supposed to do if the environment is the right temperature. So if it's growing, that's where you'll put the part where the agent makes the new seedling, plops it down, then kills the seed.

Something sorta like this.

setv va00 posl
setv va01 post
new: simp 2 4 50202 "moe_plant" yadda yadda yadda
{set your attributes, behaviors etc here}
mvsf va00 va01 {move to the place of the seed}
kill ownr {kill the seed}

 
GimmeCat

GimmeCat



  12/12/2015

Laura, check scrp 2 11 14879 9, remember these lines?

doif prop room targ 2 gt 0.2 and prop room targ 4 gt 0.3
doif prop room targ 3 gt 0.1

And the same in scrp 2 10 14879 9:

doif prop room targ 2 gt 0.2 and prop room targ 4 gt 0.3
doif prop room targ 3 gt 0.1

These are the the doif checks Moe is talking about. From the wiki link provided earlier, I can see that the original script is checking for 2, 4, and 3- that's Heat, Nutrients, and Water.

So all you actually need to change is the check for 2 - Heat.

Instead of "doif prop room targ 2 gt 0.2" (do if heat is greater than 0.2), how about "doif prop room targ 2 le 0.2"?

le = Less Than Or Equal

You would need to change it in both timer scripts (food/detritus).

 
Laura
Tea Queen

Laura


 visit Laura's website: CC Chat
  12/13/2015

Thank you, both. Got it now! :)
 


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