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Updated Vimp Herd Guide

 
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DarkFalcoZ
Evil Smartie Genious


Joined: 15 Nov 2005
Posts: 357


PostPosted: Thu Mar 12, 2009 5:50 am    Post subject: Updated Vimp Herd Guide Reply with quote

I found I was still having a bit of trouble making vimp herds straight from Richard's guide. Some things are spread across a couple posts, so I decided to put it all together and make it as clear as possible for future reference. Original guide by RichardMH and some info from Nullpointer:

Object 49
-First you add the object 49 (there's a harder way but this one is easier)
-Set AI mode to 0, then activate Vimpherd Params under More... next to the boxes where you add angles and positions.
-There are 5 boxes, I'll use an example for adding values to them:

6 22 0 2131 537088


    6 = amount of vimp herd markers you have minus one (identical to highest TeamID of vimp markers)
    22 = specified vimp herd team; 22 or 23 by default (higher numbers can also be used for more than 2 vimp herd teams)
    0 = dunno what it's for, but keep this 0 (if anyone knows please post)
    2131 = dunno this one either (if anyone knows please post)
    537088 = 12800 + 65536 * (number of vimps); 537088 is the result value of a formula (used by Giants Edit) and is used to specify how many vimps are on the team (537088 in particular is 8 vimps). For example, if you want 10 vimps on the team then calculate:
    65536*(10)+12800=668160; 668160 is the value you put in the box

if u have two vimp herds with 5 markers and 10 vimps in each, it will look like this:
4 - 22 - 0 - 2131 - 668160
4 - 23 - 0 - 2131 - 668160

-There should be one object 49 for each vimp herd team.

Object 679
-Add object 679
-Set AI mode to 22 or 23
-First marker shouldn't have any TeamID, the 2nd should have 1, 3rd should have 2 and so on... (if you have 5 markers the last marker will have TeamID 4)
-You don't have to turn them to face the direction they should be walking; just a waste of time
-Activate Object Data under More... there will be 3 boxes for u to fill out.

    First box makes the vimps' path longer like a straight line... a higher value will make them walk farther apart (30 is a good value to start with).

    Second box makes the vimps' path wider... a higher value will make them walk farther apart (40 is a good value to start with).

    Third box makes them behave as normal animals do, like eating grass and scratching the ground. A higher value will lengthen the time they do this behavior at the marker. Note that the distance constraints you set in the first 2 boxes can shorten the time each vimp does these behaviors (I normally use a value of 50).

-Don't worry about adding the .00000000 after it they will be added automatically.
-Doesn't matter if you have 10 different vimp herd markers. They can all have different values. However, you can save time by copying the first marker with the object data in it and change the TeamID values...


Last edited by DarkFalcoZ on Sun Mar 15, 2009 6:28 pm; edited 1 time in total
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RichardMH
Tel the Obnoxious


Joined: 04 Sep 2003
Posts: 727
Location: Sundsvall, Sweden

PostPosted: Sun Mar 15, 2009 12:02 pm    Post subject: Reply with quote

Sweet Smile
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Pithikos
Kabuto's Playtoy


Joined: 10 Aug 2009
Posts: 4
Location: Sweden, Umeå

PostPosted: Sun Aug 30, 2009 3:08 pm    Post subject: . Reply with quote

Quote:
First box makes the vimps' path longer like a straight line... a higher value will make them walk farther apart (30 is a good value to start with).

Second box makes the vimps' path wider... a higher value will make them walk farther apart (40 is a good value to start with).


Can you clarify a bit further those two?
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DarkFalcoZ
Evil Smartie Genious


Joined: 15 Nov 2005
Posts: 357


PostPosted: Mon Aug 31, 2009 9:55 pm    Post subject: Reply with quote

To understand what the values do, try to visualize the vimp herd on a coordinate plane and you're looking down on it from a bird's eye view. The X axis is lattitude and the Y axis is longitude.

If both the first and second boxs' values are zero, the vimp herd would be represented by a small shaded square at the plane's origin. The first box would change the longitude (Y axis), so the square would appear to become a very tall rectangle as the values increase.

The second box would change the lattitude (X axis), so the square will appear to become a very wide rectangle as the values increase. Now, depending on how many vimps you have in a herd, they will crunch together or separate far apart to match your values.

If you stilll don't quite inderstand the concept, just put in the values mentioned in the guide and the herd should look fine.
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