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 gmtbsas3@hotmail.com.