liftsfix.zip

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  • Creatures 1
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Text File Composite

::----- LiftsFix.txt -----::
begin lift support scripts.cos

********** Agent: lift support scripts **********
*** Description:

*** Installation Script ***
iscr
endm

*** Event Script ***
scrp 2 2 0 0
pose 0
snde butt
endm
endm

*** Event Script ***
scrp 2 2 0 1
pose 1
snde butt
endm
endm

*** Event Script ***
scrp 3 2 1 0
setv actv 0
fade
setv obv0 1
stim shou 100 1 60 0 0 0 0 0 0 0 0 0
dpas
part 2
pose 0
tick 30
endm
endm

*** Event Script ***
scrp 3 2 1 1
doif obv0 eq 0
setv obv0 1
 <...truncated>

::----- Readme.txt -----::
Note from John F. Ievins:

> *** Installation Script ***
> iscr
> endm

iscr?  Don't you mean inst?  I tried it with iscr, and it crashed...
luckily, when I used inst it worked... just for those who might try to use
his code as a base for their own world's lift scripts.
--
John F. Ievins (aka The Grendel)
Http://www.geocities.com/SiliconValley/Foothills/6184/C1.html

**********************

Note from Monika Huebner:

>> iscr?  Don't you mean inst?  I tried it with iscr, and it crashed...

Just to clear this up (I always write COS files first for my C1
cobs and then compile them with COE) The "iscr" command is needed if
you write all your scripts in one COS file first, because your
compiler can not recognize the installation script without it. If you
type your scripts one by one in BobCobs edit boxes, you don't need it
and it will crash, just like you said.

Monikas Creatures:
http://sites.inka.de/darwin/monika/norns/creatures1.html

************************

Note from ant, who created and posted the working Cos file:

i only stiched the scripts together into a sort of
injectable form. i didn't actually write them. most of the credit goes to
the people at CL for giving me a copy of the full lift installation scripts
that they used for c2, the only substantive change needed was the x and y
vectors. so by all means do includ it with the starter worlds. 

Regarding the Basic Worldbuilding scripts:
 <...truncated>