Modding Help Custom Monster Problems

Discussion in 'Starbound Modding' started by Campaigner, Mar 10, 2014.

  1. Campaigner

    Campaigner Giant Laser Beams

    I've got 3 monsters made so far. I can summon them into the world, they roam around, and they can be captured and used as pets. Problem is that they don't use all of their animations correctly, which causes problems. Absolutely NONE of these problems even show up in the log file, so I can't provide anything from it.

    Problem 1: No Attacking
    All 3 of my monsters have custom attack animations, but they do not do any damage to what they attack. In their .monstertype file, I've set the damage they do on contact to 15, but they never actually do damage. Nothing shows up in the log that would denote any form of problem at all, so I'm unsure of why it does this.

    Humorously enough, they also stay in their attack animation when a hostile dies. Gotta pick them back up with the capture pods to fix this, but I don't know how to fix it in the files.
    SOLVED

    Problem 2: No Jump Animation
    All 3 of my monsters have custom jump animations, but when they jump they just use the walking animation. Like above, I don't know what the problem is.
    SOLVED

    Problem 3: Sometimes Invisible
    I don't quite know what would cause this, and it seems random. At times, when the creature moves, comes to a halt, or jumps, it doesn't use any of the frames and just goes invisible.

    Problem 4: No Persistence When Summoned
    Not a big deal right this moment, but I thought I'd add it in anyway. When summoned, the creatures walk around aimlessly. When you log out of the game and log back in, the creature is gone. I copied the "monsters/unique/pinfriend" files, and they're persistent on the overworld, but the summoned creature is not.

    Here's a download to one of the monsters; http://a.pomf.se/ydatnm.zip

    They all follow the exact same behaviors, just with altered names as to let them all be in the same game. I would greatly appreciate any help in fixing these problems. I'm VERY inexperienced with scripting, so what may be obvious to some would not be to me.
     
    Last edited: Mar 12, 2014
  2. membrain

    membrain Scruffy Nerf-Herder

    The only way that I have been able to get a custom monster to attack has been to start with the smallbiped monstertype and modify it. I've tried modify several custom monsters in mods I have downlaoded and though they animate as if attacking they do not actually do any damage.

    I am not sure what the problem is. There are several differences in the smallbiped monster (which can be modified into a custom monster which will attack and can be captured) and most of the custom monsters I have seen including yours. There are several things missing including some scripts and additional parameters. Take a look and you will see.

    As far as persistence I suggest checking out TCG"S Chicken Clones mod.
     
  3. Campaigner

    Campaigner Giant Laser Beams

    I took a look at the differences between the pinfriend.monstertype and smallbiped.monstertype files. I tried mixing, matching, copying, and fully duplicating the smallbiped file, but what I've got now is the only one that worked. Adding the scripts would make it either not spawn, or stand still indefinitely after being tamed. The log explained all the problems, but fixing them just made it not work. At all. They worked better before fixing them, oddly enough.

    As for the Chicken Clone mod, I tried using the template provided, but all it does is spawn a chicken. That's it. Nothing in it helps when applied to custom monsters, unless my incredibly limited understanding of scripting isn't understanding how to use it.
     
  4. membrain

    membrain Scruffy Nerf-Herder

    Have a look at this file. It's not pretty but it attacks, can be captured, and is persistent. I started with TCG's Chicken Clone Mod and the smallbiped monstertype. I threw in a floran sprite for the body and made a simple animation to visually indicate an attack. Be aware that it is aggressive when activated and you have to place it then activate it, but will capture at 100% health. I cannot tell you what you are doing wrong as I do not understand any of this myself. This monster will attack and can be captured. It also spawned randomly until I deleted that bit out. I hope this helps!
     

    Attached Files:

  5. Campaigner

    Campaigner Giant Laser Beams

    Thanks for the file. I'll try to learn how to code properly from it.

    That's funny though. I try out my mods on new characters, and this one murdered me haha.
     
  6. Campaigner

    Campaigner Giant Laser Beams

    Alright, using membrain's file as a guideline, just to see if I can work from it, I've got them working mostly the way I want. Here's how they work right now;

    When they're summoned, they do not persist in the world after closing and reopening the game.
    When they're summoned, they float off the ground by a pixel or more. FIXED: See next post.
    One monster does not do the full animation, and only does 5/8 of the walk frames. I probably missed something obvious, but I can't find it.
    When they're summoned, they choose randomly between friendly and hostile. I can work with that.
    When they're summoned and attacked, they properly fight back.
    When they're captured, they attack properly.

    The first two problems are shown here: http://imgur.com/PCasYB7. I'm pretty much giving up on the persistence, as I only changed names of files, yet still can't keep the NPC's persistence at all. I'm almost done, thank goodness!

    Can someone help me figure out why they're floating? Attached is a download to the file.
    EDIT: Disregard some backwards frames, I forgot to flip them. They were originally reversed, but a penguin moonwalking was too goofy.
     

    Attached Files:

    Last edited: Mar 12, 2014
  7. Campaigner

    Campaigner Giant Laser Beams

    I figured out how to fix the hovering nonsense. Had to change a lot of the movement settings near the middle of the .monstertype file. I basically just copied the stuff from pinfriend.monstertype, as my previous version from before I made the thread had that as the base. All that's left to fix is the following: Half of the walking animation appears invisible, and keeping spawned, non-captured summons persistent through logging out.

    Here's the in progress. Again, any help in fixing the remaining issues would be greatly appreciated.
     

    Attached Files:

    Last edited: Mar 12, 2014

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