::----- Swimming Agent V2 Readme.txt -----::
SWIMMING AGENT V2 of Grendel Man
For a long time, my New/Improved Swimming Agent (from here on out referred to as V1) has been the predominant swimming agent in the community. However, very little of its coding was actually mine. The bulk of it was made by Tomtschek for the Aquanorns. All I did was change the chemical it used and the lifestage of the creatures using it. This brought a few problems with it to the surface; most notably, creatures using it were unable to retreat from each other.
Now that my coding skills are much, much more capable, I took it upon myself to take the Swimming Agent and fix all the major issues with it. Some of the code from the aquanorn swimming agent is still there, but for the most part the coding is brand new (since it uses a completely different method than the original swimming agents). And I'm really proud of it; thus far, it has far surpassed all previous swimming agents in efficiency.
Changes from V1:
*Creatures can now retreat from each other!
*Creatures who start swimming rarely jump up from the bottom first - in fact, it's sometimes difficult to tell they've started swimming until their movement pattern changes.
*Creatures should be able to interact with objects more easily when swimming.
*Grendels using this swimming agent in C3 shouldn't "lock up" in weird positions.
*You can now use the inventory to carry creatures around without it disappearing on you when this agent is installed.
Bugs that still exist:
*Occasionally, you'll have creatures that swim backwards/swim while facing the camera. This is due to the method I used, which reads the creature's mind. If you see a creature swim backwards when it otherwise shouldn't, it's likely because the creature wants to retreat from something.
*Creatures might have trouble interacting with agents with big bounding boxes (like the bursting plants in Aquatilis Caverna).
*For all the work I put in to make it a non-issue, swimming creatures are still likely to have trouble interacting with objects. Unfortunately, this is a problem that plagues all vehicles in Creatures 3 and Docking Station, and is likely an engine bug (since creatures were not meant to spend most of their lives in vehicles).
For those of you who never used V1, V2 uses the same chemical as V1 to make creatures swim (that is, chemical 63).
Installation: Put the .agents file into your "Creatures 3/My Agents" or "Docking Station/My Agents" folder, and you should be able to inject the Swimming Agent V2 via the Creator (C3) or Agent Injector (DS).
Note that this agent comes with a remover for V1. If you have a world with V1 installed, use that remover to get rid of it before injecting V2. In addition to getting rid of the old swimming agent (which might conflict with the new one since both of them use the same chemical), it will also restore the creature movement scripts altered by V1 to their default state (which means that you should be able to use the inventory to carry creatures around again without it vanishing).
I would prefer it if you did not host this agent on your own site unless the Realm goes down and you cannot contact me.
Questions? Comments? E-mail *****@hotmail.com.