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Author Topic: More Fish Options  (Read 11028 times)

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Offline Danger Mouse

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More Fish Options
« on: January 07, 2009, 06:41:13 am »
I've been looking through the native Aquaria maps with the editor since now we are able to do so, and I've noticed, all the fish that I have not been able to add in the editor seem to have no name ID. These fish include all the tropical fish, and the mino fish swimming in the background. So this leaves me with a couple of questions.

#1: How come these fish are not selectable in the entitygroups.txt, even if I add them by their picture names.

#2: How can we add these fish to our own mods?

#3: How do you put entities in the background layers... like the small minow fishes swimming around in groups.

Offline TheBear

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Re: More Fish Options
« Reply #1 on: January 07, 2009, 06:58:49 am »
Quote
<SchoolFish x="11000" y="8000" id="0" num="12" range="500" maxSpeed="200" layer="8" gfx="Fish-0009" />
<SchoolFish x="10000" y="9500" id="4" num="8" range="800" maxSpeed="100" layer="-3" gfx="bgfish" />
Schools of fish are not placed in the editor but "manually" in the map.xml file. Everything above is pretty self explanatory...range being how far they swim in different directions and gfx being what type of fish the school is. Goes from like 0001 to 0016 or so + bgfish. Look through the map.xml files for native Aquaria to see for yourself.

Offline Danger Mouse

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Re: More Fish Options
« Reply #2 on: January 07, 2009, 07:24:32 am »
Thanks TheBear. :)

Offline Danger Mouse

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Re: More Fish Options
« Reply #3 on: January 07, 2009, 07:55:20 am »
Ok so I tested this out, and I have 2 SchoolFish lines now in my map xml file, and they don't show up at the x and y that I set... in fact they don't show up at all. They are on layer 4 and don't have clashing ID's. Anything else I'm missing? Is there a needed .lua script for the SchoolFish?

Offline Edwards

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Re: More Fish Options
« Reply #4 on: January 07, 2009, 08:27:10 am »
#3: How do you put entities in the background layers... like the small minow fishes swimming around in groups.
As for this, for non-school-fish entities, you can use entity_setEntityLayer(ent, adjustment), as shown by darkjellybg.lua.  As I recall from limited testing, the adjustment can range from -4 to +1, although I may be off by one or two.  I do know that -4 will put an entity nicely in the parallax layers.

- Edwards
You should only need one canister shell to bag your deer using your howitzer, but assemble more than one if  you have a mind to.1

Offline Hiro

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Re: More Fish Options
« Reply #5 on: January 07, 2009, 08:44:26 am »
Hmm, well you could experiment with adding all the scripts from the main game into the mod folder (the only ones there now are map nodes). But as far as I know all the other scripts can be loaded from the main game. Of course, thats totally an assumption that really has no basis. xD
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Where I put pictures and blog posts and stuff..

Offline Danger Mouse

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Re: More Fish Options
« Reply #6 on: January 07, 2009, 09:30:48 am »
Edwards: Thanks. :)

Hiro: Haven't tried that, but I thought I'd avoid it since I don't want to add to the load time for the mod starting.

Offline TheBear

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Re: More Fish Options
« Reply #7 on: January 07, 2009, 06:05:35 pm »
You don't need any lua files for it to work. Not sure what your problem is. I'm not sure if it matters where that code is placed in the .xml file but it's generally right after you setup <level>.

Offline Danger Mouse

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Re: More Fish Options
« Reply #8 on: January 07, 2009, 11:19:21 pm »
That's exactly where I have it at. I'm on duty today, but tomorrow afternoon PST, I'll post what I have inserted and where in the xml file. : )