Description
Gives creatures with chemical 218 like the Angel Norns the ability to fly. Unlike most flying agents, this COB allows creatures to fly vertically not just horizontally. Creatures also stop flying while asleep.

| Fact | Value |
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| Original File | Flying Creatures COB.zip |
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| Creator |
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| Wiki Link | Search "Flying Creatures COB" on creatures.wiki |
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Gives creatures with chemical 218 like the Angel Norns the ability to fly. Unlike most flying agents, this COB allows creatures to fly vertically not just horizontally. Creatures also stop flying while asleep.
::----- Flying Scripts Readme.txt -----:: FLYING CREATURES of Grendel Man In spirit, this set of COBs is similar to the GiveMeFlight COB included in the Butterfly Norn pack or the Flying COB included with the Angel Norns. In fact, the part of it that actually gives creatures flight is similar to the Angel Norn COB - it uses the same chemical (218) and marks the creatures the same way as the Angel Norn COB. The main differences is that this COB allows all creatures of all lifestages to fly, and that creatures flying under its power stop moving when asleep. It's not much different from previous flying COBs. What is different is the Flying Scripts. These alter the extra scripts in the game to allow creatures to actually control their vertical velocity. Before, creatures could only control their horizontal velocity and as a result constantly got stuck on the ground and required the hand to get back in the air. These scripts put that issue to rest permanently. This COB is the first C2 COB I've ever publically released, and I'm quite proud of it. Installation: The .cob file contains three COBs: -The Flying COB: What actually gives creatures flight. It checks for the presence of chemical 218 when checking to see if a certain creature should fly or not. -The Flying Scripts: Gives flying creatures control over their vertical velocity. -The Flying Scripts Remover: Sets the previous scripts back to their default states. Put the .cob file into your "Creatures 2/Objects" folder and you should be able to inject the aforementioned three COBS with the Injector Kit. I would prefer it if you did not host these COBS on your own site unless the Realm goes down and you cannot contact me. Questions? Comments? E-mail *****@hotmail.com.
This will allow some of your creatures to fly, without affecting the rest of them. Removing the COB drops all the flyers back down to terra firma. Use with the Flying Scripts for the greatest effect. Don't use this in the same world as either the Swimming Mernorns COB or the Angel Update COB, though - it'll cause issues if you do.
These altered extra scripts allow creatures using the Flying COB (or the Angel Update COB) to have more control over their flight. With these, grounded fliers are a thing of the past. Use the remover COB to set things back to their default state.
Sets the extra scripts back to their default state.