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Daimonin Forum  |  Development  |  Maps  |  Topic: Random movement doesn't work sometimes? « previous next »
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Topic: Random movement doesn't work sometimes?  (Read 921 times)
Torchwood
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« on: March 08, 2008, 09:08:16 am »


I added a Grey bear to my map, and set its random movement flag ON, and x,y ranges to 2,2 - the bear wonders around no problem.

But I did the same with a standard Wolf, but he stands still on the map!

Why?  Is there some other flag that affects random movement?

(Both mobs have "stand still" unchecked)
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smacky
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« Reply #1 on: March 08, 2008, 05:03:57 pm »

Post the wolf.arc.
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Torchwood
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« Reply #2 on: March 08, 2008, 06:54:30 pm »


Its the standard wolf.arc file available on trunk/branch/etc.

(I thought initially it was my timber_wolf.arc file, but I was able to replicate the problem with the standard unmodified published files)
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grommit
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« Reply #3 on: March 08, 2008, 09:40:24 pm »

Does he have an AI object?

PS: Ignoring the Global Mod flag, why is Torchwood a MapMaster with MapMaster, Developer, VOL/GM flags in that order, and Grommit is a VOL/GM with VOL/GM, Developer, MapMaster flags in that order?
« Last Edit: March 08, 2008, 09:46:17 pm by grommit » Logged
smacky
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« Reply #4 on: March 08, 2008, 09:53:50 pm »

PS: Ignoring the Global Mod flag, why is Torchwood a MapMaster with MapMaster, Developer, VOL/GM flags in that order, and Grommit is a VOL/GM with VOL/GM, Developer, MapMaster flags in that order?
IDK. Or I do. SMF decides one of the groups a user belongs to is that user's is a primary group. That's the top one/text label one. But IDK how or why it decides this or how to change it. Probably it is just the order in which I added you to groups. I've got to to a more detailed search/ask on the SMF forums.
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Torchwood
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« Reply #5 on: March 09, 2008, 08:28:41 am »


Nope, no AI for the dog.  I just retested ...

+ Made new blank map and filled with floor tiles
+ Added 2 spawn points
+ Added "Grey Bear" to one and "Wolf" to other (again - just the standard wolf, not my Timber Wolf)
+ On each, set random movement flag and X/Y ranges to 5
+ Saved, started local server, logged in

Bear moves round, wolf stays still.

I compared the arch files line by line and they are identical (apart from names and image refs. obviously).  Weird!

...

Ah ha!  There is an ai_dog arch in the arch/ai/race_defaults folder ... so I'm guessing that even though I didn't specifically add this to the Wolf on the test map it must still be inheriting it (i.e. all mobs of race dog get this ai).

I just changed the Wolf's race on the map to "dog2", and now it is working.

Hmmm ... not sure I like that ...

Are there going to be any problems with changing the race of a mob on a map?
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tehill
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« Reply #6 on: March 09, 2008, 02:10:00 pm »

The settings you are changing with gridarta are for mobs with no AI. They work based on the fact that with no AI the AI_generic will be used. If a mob has a no AI but there is a race AI the race AI will be loaded. The settings in Gridarta assume a generic AI which has all the behavior options available. The ai_dog does not have the random movement so it cant be changed in this manner.

You can add an AI to the inventory of the mob and edit it.

Best solution I think is to add random movement to the ai_dog as it is in ai_generic. It has a # in front which turns it off by default unless the mapmaker has turned it on. This change should not affect any existing uses.

This is better than adding race2
« Last Edit: March 09, 2008, 02:13:10 pm by tehill » Logged
Torchwood
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« Reply #7 on: March 31, 2008, 09:56:26 pm »


Random movement added to ai_dog, tested and committed to daiserv.
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