Forum

> > Stranded II > General > Modding Question.
Forums overviewStranded II overviewGeneral overviewLog in to reply

English Modding Question.

8 replies
To the start Previous 1 Next To the start

old Modding Question.

Xaeveax
User Off Offline

Quote
I was adding a couple models from the Massive Mod, and I wanted to rearrange the order a little bit so I changed the ID to match. When I start stranded, it says that And ID of 1 through 255 is expected, but i have the objects Id set to 255 already. I have triple checked that they are all unique numbers, so whats the problem? Anyone know what to do?

This is the current stuff I have. Any issues?
### Wall Corner
id=253
name=Wall Corner
group=ext,hecky3
model=gfx\hecky3\wallcorner01.3ds
icon=gfx\hecky3\icon_wallcorner01.bmp
mat=stone
scale=4

(first thing here)
### Wall Corner
id=254
name=Wall Corner
group=ext,hecky3
model=gfx\hecky3\wallcorner02.3ds
icon=gfx\hecky3\icon_wallcorner02.bmp
mat=stone
scale=4

(then there is apparently a problem over here...)
###Wooden chest
id=255
name=Wooden Chest
group=stuff,ext,mcleaf
icon=gfx\mc_leaf\icon_chest_wood.bmp
model=gfx\mc_leaf\chest_wood.b3d
health=500
color=300,300,300
maxweight=150000
mat=wood
var=locked,verschlossen (permanent),0,0
script=start
on:hit {
if (random(3)==1) {
msg "Massives Holz...",3;
} elseif {
msg "Hier komme ich nicht einmal mit einer Axt weiter...",3;
}
health "self",hit_damage();
}
on:use {
if ($locked==1) {
msg "Ich kriege sie einfach nicht auf!",3,5000;
} else {
if (count_stored("self")==0) { msg "Leer!",3,5000; }
exchange "self";
}
}
script=end
edited 1×, last 16.10.10 02:24:26 pm

old Re: Modding Question.

Xaeveax
User Off Offline

Quote
Wah! Thank you! I knew I had seen that somewhere but forgot about it! Sucks that there is a limit on the amount you can set it to. Oh well. Thanks again!

old Re: Modding Question.

DannyDeth
User Off Offline

Quote
AlexGimsonJesterhead has written
Wah! Thank you! I knew I had seen that somewhere but forgot about it! Sucks that there is a limit on the amount you can set it to. Oh well. Thanks again!

There is a limit? I set it 5000 and It doesn't effect it..?

old Re: Modding Question.

Lion_Hearted
User Off Offline

Quote
It might have something to do with the fact that units take up alot more CPU processing power... I mean, think about it... you have an item, which is just plain stationary, you can pick it up, but it has practically no scripts to it until its in your inventory... it can't move, it can run, it can't jump, it can't fly... it has just one state, which is standard... now there are a few items that have other functions as well when they're out of your rucksack, like grain is a plague target if there are grasshoppers around... but, other then that Items are basically inanimate things. Objects also are inanimate, the most complicated movement that they can effectively produce, (normally) is either a state, (fire, etc...) or shaking in the wind... But objects are also moreless inanimate... there is no complex thinking pattern's for objects...


However,

Animals... they have MANY things that require much more processing power then objects or items, for one, their models are much more complex. Their models have animation codes in them, animation codes that have to be processed, then not only do they have to be played, they have to be played on certain triggers... try debug mode (press ~ then type "debug" without quotes) you'll see on every unit there is a certain behavioral trait that they are animating on, or a certain action that they are doing... The lion when its chasing you will say "hunting player" while he's resting it will say, "idle#" all these things have to be processed, and created. Meanwhile objects have no specific behavioral trait, they are just... there...


Summing it all up after my rant...


Objects, and items are inanimate objects... they do not move, they do not require continuous computing power to exist (at least, no computing power that is placed into scripts of behavioral patterns)...

Units however, are animated, they are more complex as models, they are more complex as a script, they are more complex as in the fact that they are constantly maintained by the computer cause they are constantly searching for the next script to run... A unit would be rather dull if it just continuously walked without stopping or biting you or chasing you or running away from you... Units require more scripting information in a steady stream instead of just when your around to play with them...

So obviously, units use alot more computing power the objects, and having 500 units is already going to overload many systems, can you imagine having 5k units? It would overload the entire stranded 2 core structure... the entire stranded 2 core would have to be completely rebuilt to sustain so many units.


Done with my rant... did anyone understand a word of that?

Remind me not to drink a quart of espresso right after waking up...
I still need to repair the roof...

old Re: Modding Question.

Xaeveax
User Off Offline

Quote
Yes... that may have something to do with it. Guess that answers that question!

(Nah, just drink morning coffee. It make things more interesting!)

old Re: Modding Question.

DontKnowToScript
User Off Offline

Quote
Jesterhead37 has written
Wah! Thank you! I knew I had seen that somewhere but forgot about it! Sucks that there is a limit on the amount you can set it to. Oh well. Thanks again!

No problem,just next time there is a question post it in scripting questions please.
To the start Previous 1 Next To the start
Log in to replyGeneral overviewStranded II overviewForums overview