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Zoo Admin Forums > Designer Staff Discussion > Interesting UCA/UCS/AI Editting


Posted by: flamethrower Dec. 14 2003, 01:45 PM
There's a lot more you can do than what you just change in Ape, so I thought it'd be a good idea to keep a list. I mean for what each line does in the files and stuff.
~~~~~~~~~~~~~~~~~~~~~~~~~~
Here's some I found in UCA files for animals:

cPctHits = # ------------------- Lowering it will make it so when the animal attacks, it "leaves" the guest animation sooner. That's how I made my Swamp Tornado eat multiple guests at the same time! cool2.gif

<cFootprintX = #
cFootprintY = #> ------------------------------------- These controll how many tiles the animal takes up.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Here are some tips when editting in the UCA:
If you only are using the male animations (when animal will not have young or female or both animations), you can erase the animation sections at the bottom, the ones you don't need.

I also found that this section(s):
[m/Animations]
box_idle = objects/box/idle/idle.ani
box_used = objects/box/used/used.ani
dustball = objects/dustcld/idle/idle.ani
eat = eat
flap_wing = flapwing
hop = hop
idle = stand
jerk = jerk
lie_down = liedown
lie_idle = lieidle
lie_side = lieside
look_left = lookl
look_right = lookr
point_head = poinhead
run = walk
shake = shake
shake_body = shkebody
side_idle = sideidle
spin = spin
stand = stand
walk = walk
water_idle = swim
waterball = objects/watcloud/idle/idle.ani

can be changed. The left side is the name of the action listed in "Behaviors" and the right is the name of the animation. I tried deleting the ones I don't use, but that crashed the game (not Ape though). You can change the names however.

This section controls the Young. Ape automatically lowers the abilities of the young depending on what you set for the male
[y/Characteristics/Integers]
cAttractiveness = 45
cChaseAnimalChance = 16
cIsJumper = 0
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Here are some that I wish to know more about:
cPrey = 5022 ------ What prey is that? I know I posted this before, but that topic is long forgotten.

cSmallZoodoo = 1 ---------------Does this controll how large the doo is?

cMaxHits = 3000 ----------------Does this have anything to do with cPctHits ?

cFlies ----------------------Not sure, but I'm going to test it later when I have time.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Have you guys found anything else? huh2.gif

Posted by: flamethrower Dec. 27 2003, 07:17 PM
If you made it so your animal has a chance that it'll appear to eat vegetation, should this line:

cOtherFood = 0

be made so 0 is 1?


Oh yeah. Does the line under the sounds section: ------ = ## . Is that the same as attenuation?

Posted by: flamethrower Dec. 28 2003, 09:11 PM
I tried out cFlies, but no change. The animals doesn't "fly" at all. Still not sure what it does.

Posted by: flamethrower Jan. 7 2004, 06:10 PM
I hope I'm not double or triple posting, but editting will leave this topic unnoticed as that doesn't make the envelope pic on the list pop up.

How does walkable = 1 work for animals? I saw it used in dinos and stuff, but when I try it on my animal, it isn't "walkable".

Any advice?

Posted by: Aqua Dragon Jan. 9 2004, 06:50 PM
I hope I'm not double or triple posting, but editting will leave this topic unnoticed as that doesn't make the envelope pic on the list pop up.

How does walkable = 1 work for animals? I saw it used in dinos and stuff, but when I try it on my animal, it isn't "walkable".

Any advice?

I think that it allows animals to pass one another withour bumping into each other.

Posted by: flamethrower Jan. 9 2004, 08:07 PM
So are you saying you can't put them through each other by yourself? You have to let them do it on their own? Well, I guess that's why it didn't work. I'll leave the line in then.

Posted by: Aqua Dragon Jan. 10 2004, 11:09 AM
Hmmm... Interesting observation, flamethrower! Well, maybe I might be wrong. blush.gif

Posted by: flamethrower Jan. 10 2004, 01:13 PM
Okay, you should keep this in mind as you edit the uca:

1) Animals cannot have a footprint size larger than 2x2 (1 tile in game)

2) The path to the icon of the Sub Sandwich is NOT: items/sub/n
Somehow, it has the path of: items/sub/sub
even though "sub" is not the name of the image file.


I'll post more if there is anything else to be warned on. smile.gif

Posted by: casey Feb. 3 2004, 11:47 PM
the path following the icon refers to the .ani file

Posted by: flamethrower Feb. 4 2004, 07:16 AM
Yes, I sorta realized that. You don't exactly name what's in the outside, but what is said IN the ani file. wacko.gif

Posted by: Lehner Feb. 28 2004, 03:25 PM
Interesting, I've already noticed the thing with the animations and cFootprint. I already wondered what the cFlies means, I don't see any effect in the game if I set it to 0 (false) or 1 (true).
user posted image

Posted by: flamethrower Feb. 28 2004, 03:51 PM
For me, it crashed my game. Either that or I had another download in my game that time that made it crash. tricrazy.gif

Posted by: flamethrower Mar. 19 2004, 04:48 PM
I was editting the Sperm Whale ai and noticed something odd.

It's id was mentioned in both the list of uncompatible animals (list of ids above the space) and compatible animals (list of animals below space)

It's like this:

;Sperm Whale
v = ####
v = -10

;Sperm Whale
v = ####
v = 10

What in the world? Wouldn't that add together to make . . . 0?

Posted by: casey Mar. 23 2004, 03:42 PM
I do not think so. These codes usually overwrite each other. In this case the last one, v=10 would be used.

Posted by: flamethrower Mar. 23 2004, 05:08 PM
Thanks casey. trismile.gif

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