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 Xenobiology [anyone good at recursion, take a look] 
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Post Re: Xenobiology [anyone good at recursion, take a look]
I can already tell that as soon as it is released someone will give it attacks anyway. No need to worry.


Sun Apr 27, 2008 6:17 am
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Post Re: Xenobiology [anyone good at recursion, take a look]
Djinn wrote:
numgun wrote:
Whoah wait, Is it really possible to make a neverending cycle between these things and make it loop forever until a random violent nab puts a hole in this creature?


The thing is, the way it's set up, it SHOULD work already. I suppose I'll just need to fiddle with it more until it works. Once I can get this one working, I can start making the other ones. Failing that, I'll give up an just make the adults lay eggs that hatch, because honestly, it doesn't really make sense that they breed so fast. It was just more for game balance/fun reasons.



No, the fast breeding is great, even awesome, its just how'd you achieve to make a clean loop between the objects? I didnt figure out at B12 or so when I was making the LTM1A layer. It has a feature that if you fire at it, it will shift to the next mode and enable you to fire the other variant of the laser trip mine.

There were 3 different types of mines and I made it loop 3 times using a copyof method that made it look like there is only 1 gun, but in reality there were 10 of them and only the first one was buyable.


How'd you manage to fix this problem?:

Code:
Object 1 (Gibs/spawns object 2)

V

Object 2 (Gibs/spawns object 3)

V

Object 3 (Gibs/spawns object 1, but it hasnt been defined yet so how can it load it!?)

V

Object 1


Sun Apr 27, 2008 10:33 am
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Post Re: Xenobiology [anyone good at recursion, take a look]
Object 1 (Gibs/spawns nothing)

V

Object 3 (Gibs/spawns object 1)

V
Object 2 (Gibs/spawns object 3)

v
Object 1 (Gibs/spawns object 2)
(copyof & same instance name, with just the gib and no other code)

edit: to elaborate, because you've defined object1 the cycle can work, except it cannot gib into object2 because it isn't defined, however you can add another instance of object1 at the end that will gib into object2, which works.


Sun Apr 27, 2008 12:30 pm
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Post Re: Xenobiology [anyone good at recursion, take a look]
ARGH!
That made far too little sense!

But I understand vaguely, so the problem is that, to make the loop work you have to find some way of making an object spawn an object that isn't defined yet?

How would you go about that?


Sun Apr 27, 2008 12:41 pm
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Post Re: Xenobiology [anyone good at recursion, take a look]
Winterous wrote:
ARGH!
That made far too little sense!

But I understand vaguely, so the problem is that, to make the loop work you have to find some way of making an object spawn an object that isn't defined yet?

How would you go about that?

???
they are all defined, if you look at what I put there are no gib/spawn instances before they are defined.


Sun Apr 27, 2008 12:49 pm
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Post Re: Xenobiology [anyone good at recursion, take a look]
Oh, I think I get it.
You're defining X which is useless, then defining Y which spawns X, then replacing X.'

That makes sense, cheater.


Sun Apr 27, 2008 1:01 pm
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Post Re: Xenobiology [anyone good at recursion, take a look]
Numgun: The problem is that I HAVEN'T figured out how to do it :/ I also haven't worked on it since I last posted this. Work is the worst. But gives me plenty of time for ideas.


Sun Apr 27, 2008 5:55 pm
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Post Re: Xenobiology [anyone good at recursion, take a look]
after 3 minutes the adult lays an egg (particle per minute= 0.33, emitted particle = egg) , the egg has a emitter on it that gibbing it after... say 30 seconds (ppm= 2) and also another emitter that emits the baby at the exact same time (this is okay because you want the egg to break into pieces when they hatch. do the same with the pupae.

however I'm not certain on how how will do the baby-pupae transformation... unless you have an emitter that thrusts it upwards REALLY REALLY fast (so fast that it just looks like it disappears) and another emitter that emits the wanted form. However I don't know if this would work, but I made these walls (mosrots) that had a mass of -1000 and when a normal actor landed on them they just disappeared (gibbed really fast, however there leaves no trace of the actor).

The particles that are emitted to make them gib and should be ONLY ONE really strong one. maybe it would be cool to give the adult a lifetime of ~6 minutes (ppm = 0.167, two eggs).


Sun Apr 27, 2008 6:24 pm
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Post Re: Xenobiology [anyone good at recursion, take a look]
robolee wrote:
how to do stuff i've already done


While that would work, this stuff is already done. I know exactly how to make everything work ONCE. I can easily get it to go from egg to baby to pupa to adult, just fine. The problem is going through that AGAIN. It may just not be possible, but I'll take another look through it.


Sun Apr 27, 2008 6:44 pm
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Post Re: Xenobiology [anyone good at recursion, take a look]
Djinn wrote:
While that would work, this stuff is already done. I know exactly how to make everything work ONCE. I can easily get it to go from egg to baby to pupa to adult, just fine. The problem is going through that AGAIN. It may just not be possible, but I'll take another look through it.


why is that? surely you just make it emit/gib the original adult? I haven't actually checked through the file because I'm busy (making concept art for a game I am wanting to develop).

edit: cycle order (in which it is laid out in the .ini):
adult - egg - baby - pupae (emits adult) - copyof adult (emits egg) - copyof egg (emits baby) - copyof baby (emits pupae).

edit: *facepalm* better:
pupae - baby (emits pupae) - egg (emits baby) - adult (emits egg) - copyof pupae (emits adult)


Sun Apr 27, 2008 7:21 pm
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Post Re: Xenobiology [anyone good at recursion, take a look]
robolee wrote:
Djinn wrote:
While that would work, this stuff is already done. I know exactly how to make everything work ONCE. I can easily get it to go from egg to baby to pupa to adult, just fine. The problem is going through that AGAIN. It may just not be possible, but I'll take another look through it.


why is that? surely you just make it emit/gib the original adult? I haven't actually checked through the file because I'm busy (making concept art for a game I am wanting to develop).


Kinda tough to explain, and it would likely be much easier if you did take a look at it, but here's the idea.
Eggdrop - Falls and gibs into Egg
Egg - Rocket that hatches into Infant and disappears
Infant - Has emitter that spawns Pupa after x seconds, which coincides with it's LifeTime
Pupa - Rocket that hatches into Adult and disappears
Adult - Has emitter that drops Eggdrops every few seconds

Then the cycle restarts. It is currently set up like this, in terms of calling.
Infant (No emitter)
Adult (No emitter)
Pupa Emitter
Egg Emitter
Eggdrop
THEN
CopyOf Infant (with emitter)
CopyOf Adult (with emitter)

So that makes sense, right? However, it doesn't seem to work as planned. Infants make Pupae, and Adults lay Eggs, but it goes no further either way.

EDIT: Alrighty, I'll try it your way, thanks for taking a look at this. I appreciate the effort.


Sun Apr 27, 2008 7:42 pm
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Post Re: Xenobiology [anyone good at recursion, take a look]
I THINK your problem is you're overusing recursion.

No matter how many stages, in theory, you can get it to loop with only one actual CopyOf.

It's a linear sequence, just it has to loop around, yes?

In which case:

Empty Egg > Youth, with timer to "metamorphasis object" > "metamorphasis object" > adult, with emitter for eggs > egg, containing the new youth.

That should work fine. I originally didn't get it because I couldn't tell exactly what all your stages were for.


Sun Apr 27, 2008 7:57 pm
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Post Re: Xenobiology [anyone good at recursion, take a look]
Holy ♥♥♥♥ (mods sorry for this but this is seriously a breakthrough). Robolee and Grif, you guys are both fantastic. It works! You're both right, I was way overthinking things. It works! I'm so impressed with both of you guys. This needs a heck of a lot of tweaking still, but I've (we've) created life!

Okay I'm done for now. I'll tweak it a bit, but I'll gladly give you guys early beta when it's working if you want. Also I said I would credit you in the backstory of the mod, so now I need to find a way to combine your names or something. Anyhow, wow.


Sun Apr 27, 2008 8:06 pm
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Post Re: Xenobiology [anyone good at recursion, take a look]
I was just about to post a fixed version :lol:


Attachments:
TestDump000.bmp
TestDump000.bmp [ 900.05 KiB | Viewed 3268 times ]


Last edited by robolee on Sun Apr 27, 2008 8:10 pm, edited 1 time in total.

Sun Apr 27, 2008 8:08 pm
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Post Re: Xenobiology [anyone good at recursion, take a look]
"way to combine your names"

ROBOGRIF, obviously.

And, no problem. Sorry I couldn't help you in the first place; I know you didn't want to release it yet.


Sun Apr 27, 2008 8:10 pm
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