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This Site is about the differences between Creatures 2 programming and Creatures 3 programming.
As I started with the scriptprogramming for Creatures, Helen's Creatures 2 COB tutorial helped me a lot (you can find it on Unlimited Creatures).
But at this time I only played Creatures 3 and because of that I began to create Creatures 3 agents, which first made some problems. The versions of both CAOS languages are mostly the same but there are some differences which involve error messages and the game crashes when you try to add the agent in the world. Consequently I decided to make this site with attention of the differences.
At the moment, it is pretty scanty and there are not all differences listet but I will update this site everytime I detect something new.
If there are mistakes in it, mail me. I'm thankful for any help.
Creatures 2 Creatures 3
new: simp, sprite_file, image_count, first_image, plane, clone
setv cls2 family, genus, species


For creating an Creatures 2 object there are two commands necessary.
The first command applies to the sprite_file and where the object is located, the second specifies the category of the objekt and assign it a species.
new: simp, family, gender, species, "sprite_file", image_count, first_image, plane

In Creatures 3 the two commands were summarized into one. There are included all informations except the clone parameter.
In Creatures 2 the clone parameter has the function to secure that several objects can access the same sprite_file. The sprite_file has to be put in quotation marks or you receive an error message.
setv attr number

Adds attributes to the object.
attr number

setv is omitted.
bhvr number_click, number_touch

number_click applies to the behaviour if you click on the object.
number_touch applies to what the creature can.
bhvr number

Both numbers are summarized into one. This has no effect on the permissions of the object.
slim

The objekt ist limited.
No longer available.
edit

The object will appear in the hand.
No longer available.
snde Wav_file

Adds Wav-file to the object and plays it.
snde "Wav_file"

Similar effect, but the filename hast to be put in quotation marks.
stim writ from chemical1, amount1, Nr, Nr, 0, 0, chemical2, amount2, chemical3, amount3, chemical4, amount4

Different chemicals can be injected in the creature. If you want less chemicals you had to put 0 for chemical and amount.
stim writ from chemical, amount

Only one chemical is allowed. The command on the left doesn't exist any longer.
If you want to inject four chemicals at the same time you had to write this command four times.
inst

With this command, you install objects and the removerscript begins with inst (Well, actually a contradiction).
rscr

The removerscript now begins with this command.
setv actv number

The object gets special data (0 = Inactive, 1 = Active 1, 2 = Active 2, 3 = Hit, 4 = Eat).


The command no longer exists because there's no gamevariable called actv. The whole behaviour is managed by attr and bhvr.
rndv variable, start, end

Generates a random number between start and end.
This command no longer exists.
Alternative:
setv variable, rand, start, end
In C3, random numbers are generated with the help of rand.
sys: camt

The camera is set on the actuell target.
cmrt 0

Same effect, only another command.
base start_image
anim[0123456789]


This two commands are mostly used together. base specifies which image of the spritefile is the base (is shown as 0), anim shows an animation.
The anim command can only contain numbers from 0 till 9 because two-digit numbers cannot be discerned.
12 for example would be discerned as 1 and 2. Consequently the base command is necessary to show images greater than 9.
anim[0 1 2 3 4 5 6 7 8 9 10 11]

In Creatures 3 a space is between every number. So two-digit numbers can be used and you can omit the base command. Nevertheless the base command is used for clear arrangement.
Up Last Update on this site: 13.09.2003