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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.
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Creatures 2
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Creatures 3
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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.
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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.
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setv attr number
Adds attributes to the object.
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attr number
setv is omitted.
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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.
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bhvr number
Both numbers are summarized into one. This has no effect on the
permissions of the object.
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slim
The objekt ist limited.
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No longer available.
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edit
The object will appear in the hand.
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No longer available.
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snde Wav_file
Adds Wav-file to the object and plays it.
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snde "Wav_file"
Similar effect, but the filename hast to be put in quotation marks.
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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.
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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.
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inst
With this command, you install objects and the removerscript
begins with inst (Well, actually a contradiction).
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rscr
The removerscript now begins with this command.
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setv actv number
The object gets special data
(0 = Inactive, 1 = Active 1, 2 = Active 2, 3 = Hit, 4 = Eat).
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The command no longer exists because there's no gamevariable called actv. The whole behaviour is
managed by attr and bhvr.
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rndv variable, start, end
Generates a random number between start and end.
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This command no longer exists.
Alternative:
setv variable, rand, start, end
In C3, random numbers are generated with the help of rand.
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sys: camt
The camera is set on the actuell target.
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cmrt 0
Same effect, only another command.
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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.
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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.
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Up  |
Last Update on this site:
13.09.2003 |