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| Tree Climbing? | |
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| Tweet Topic Started: Feb 24 2009, 08:45 PM (835 Views) | |
| Mysty | Feb 24 2009, 08:45 PM Post #1 |
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Mesher
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What exactly do you do for tree climbing behavior? I'm trying to get my langur to climb trees, no luck so far I've copied pasted <ClimbOntoTree1><subjects> <Golden/> </subjects> <behaviors> <BFBehHeadLook/> <ZTBehFeedback> <ZTFeedbackData> <ZTActionInfo locID="animalactions:GoingToClimb" useTargetName="true"/> </ZTFeedbackData> </ZTBehFeedback> <BFBehDockTAP targetAnim="Walk_Ahead" subjectNode="Floor" targetTAP="Bip01_DockNode01_BaseA2Branch1AEnd"/> <BFBehHeadLook disengage="true"/> <ZTBehFeedback> <ZTFeedbackData> <ZTActionInfo locID="animalactions:Climbing" useTargetName="true"/> </ZTFeedbackData> </ZTBehFeedback> <BFBehAnimateTAP subjectNode="Floor" targetTAP="Bip01_DockNode01_BaseA2Branch1AEnd" exitTap="false"/> </behaviors> </ClimbOntoTree1> <ClimbOntoTree2> <subjects> <Golden/> </subjects> <behaviors> <BFBehHeadLook/> <ZTBehFeedback> <ZTFeedbackData> <ZTActionInfo locID="animalactions:GoingToClimb" useTargetName="true"/> </ZTFeedbackData> </ZTBehFeedback> <BFBehDockTAP targetAnim="Walk_Ahead" subjectNode="Floor" targetTAP="Bip01_DockNode03_BaseB2Branch1BEnd"/> <BFBehHeadLook disengage="true"/> <ZTBehFeedback> <ZTFeedbackData> <ZTActionInfo locID="animalactions:Climbing" useTargetName="true"/> </ZTFeedbackData> </ZTBehFeedback> <BFBehAnimateTAP subjectNode="Floor" targetTAP="Bip01_DockNode03_BaseB2Branch1BEnd" exitTap="false"/> </behaviors> </ClimbOntoTree2> <ClimbOntoTree3> <subjects> <Golden/> </subjects> <behaviors> <BFBehHeadLook/> <ZTBehFeedback> <ZTFeedbackData> <ZTActionInfo locID="animalactions:GoingToClimb" useTargetName="true"/> </ZTFeedbackData> </ZTBehFeedback> <BFBehDockTAP targetAnim="Walk_Ahead" subjectNode="Floor" targetTAP="Bip01_DockNode05_BaseC2Branch1CEnd"/> <BFBehHeadLook disengage="true"/> <ZTBehFeedback> <ZTFeedbackData> <ZTActionInfo locID="animalactions:Climbing" useTargetName="true"/> </ZTFeedbackData> </ZTBehFeedback> <BFBehAnimateTAP subjectNode="Floor" targetTAP="Bip01_DockNode05_BaseC2Branch1CEnd" exitTap="false"/> </behaviors> </ClimbOntoTree3> <InTree> <subjects> <Golden/> </subjects> <behaviors> <ZTBehFeedback> <ZTFeedbackData> <ZTActionInfo locID="animalactions:RestingIn" useTargetName="true"/> </ZTFeedbackData> </ZTBehFeedback> <BFBehAnimateRandom minPlays="6" maxPlays="8"> <randomAnims> <Climb_Idle weight="70"/> <Climb_LookLeft weight="10"/> <Climb_LookRight weight="10"/> <Climb_Scratch weight="10"/> </randomAnims> </BFBehAnimateRandom> </behaviors> </InTree> <SitInTree> <subjects> <Golden/> </subjects> <behaviors> <ZTBehFeedback> <ZTFeedbackData> <ZTActionInfo locID="animalactions:RestingIn" useTargetName="true"/> </ZTFeedbackData> </ZTBehFeedback> <BFBehAnimate targetAnim="Sit_Idle" playTime="20"/> </behaviors> </SitInTree> <PickBanana> <subjects> <Golden/> </subjects> <behaviors> <ZTBehFeedback> <ZTFeedbackData> <ZTActionInfo locID="animalactions:EatingFruitTree" useTargetName="true"/> </ZTFeedbackData> </ZTBehFeedback> <BFBehAnimateRandom minPlays="6" maxPlays="8"> <randomAnims> <Climb_Idle weight="70"/> <Climb_LookLeft weight="10"/> <Climb_LookRight weight="10"/> <Climb_Scratch weight="10"/> </randomAnims> </BFBehAnimateRandom> <BFBehAttachObject attachEntity="Banana_Prop" targetAnim="Climb_PickFruit" targetNode="Dock_Attach" detachAction="killitem"/> </behaviors> </PickBanana> <PickFig> <subjects> <Golden/> </subjects> <behaviors> <ZTBehFeedback> <ZTFeedbackData> <ZTActionInfo locID="animalactions:EatingFruitTree" useTargetName="true"/> </ZTFeedbackData> </ZTBehFeedback> <BFBehAnimateRandom minPlays="6" maxPlays="8"> <randomAnims> <Climb_Idle weight="70"/> <Climb_LookLeft weight="10"/> <Climb_LookRight weight="10"/> <Climb_Scratch weight="10"/> </randomAnims> </BFBehAnimateRandom> <BFBehAttachObject attachEntity="Fig_Prop" targetAnim="Climb_PickFruit" targetNode="Dock_Attach" detachAction="killitem"/> </behaviors> </PickFig> <ClimbOffTree1> <subjects> <Golden/> </subjects> <behaviors> <ZTBehFeedback> <ZTFeedbackData> <ZTActionInfo locID="animalactions:ClimbingDown" useTargetName="true"/> </ZTFeedbackData> </ZTBehFeedback> <BFBehAnimateTAP subjectNode="Floor" targetTAP="Bip01_DockNode02_Branch1AEnd2ExitA" exitTAP="true"/> </behaviors> </ClimbOffTree1> <ClimbOffTree2> <subjects> <Golden/> </subjects> <behaviors> <ZTBehFeedback> <ZTFeedbackData> <ZTActionInfo locID="animalactions:ClimbingDown" useTargetName="true"/> </ZTFeedbackData> </ZTBehFeedback> <BFBehAnimateTAP subjectNode="Floor" targetTAP="Bip01_DockNode04_Branch1BEnd2ExitB" exitTAP="true"/> </behaviors> </ClimbOffTree2> <ClimbOffTree3> <subjects> <Golden/> </subjects> <behaviors> <ZTBehFeedback> <ZTFeedbackData> <ZTActionInfo locID="animalactions:ClimbingDown" useTargetName="true"/> </ZTFeedbackData> </ZTBehFeedback> <BFBehAnimateTAP subjectNode="Floor" targetTAP="Bip01_DockNode06_Branch1CEnd2ExitC" exitTAP="true"/> </behaviors> </ClimbOffTree3> <ClimbOntoLog1> <subjects> <Golden/> </subjects> <behaviors> <BFBehHeadLook/> <ZTBehFeedback> <ZTFeedbackData> <ZTActionInfo locID="animalactions:GoingToClimb" useTargetName="true"/> </ZTFeedbackData> </ZTBehFeedback> <BFBehDockTAP targetAnim="Walk_Ahead" subjectNode="Floor" targetTAP="EnterA"/> <BFBehHeadLook disengage="true"/> <ZTBehFeedback> <ZTFeedbackData> <ZTActionInfo locID="animalactions:Climbing" useTargetName="true"/> </ZTFeedbackData> </ZTBehFeedback> <BFBehAnimateTAP subjectNode="Floor" targetTAP="EnterA" exitTap="false"/> </behaviors> </ClimbOntoLog1> <OnLog> <subjects> <Golden/> </subjects> <behaviors> <ZTBehFeedback> <ZTFeedbackData> <ZTActionInfo locID="animalactions:RestingOn" useTargetName="true"/> </ZTFeedbackData> </ZTBehFeedback> <BFBehAnimate targetAnim="Sit_Idle" playTime="20"/> </behaviors> </OnLog> <ClimbOffLog1> <subjects> <Golden/> </subjects> <behaviors> <ZTBehFeedback> <ZTFeedbackData> <ZTActionInfo locID="animalactions:ClimbingDown" useTargetName="true"/> </ZTFeedbackData> </ZTBehFeedback> <BFBehAnimateTAP subjectNode="Floor" targetTAP="ExitA" exitTAP="true"/> </behaviors> </ClimbOffLog1> into the beh file, b_ClimbsYellowFeverAcaciaTree="true" into the ai file, and added animations into the bfm, but the animal doesn't acknowledge the tree is there. |
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| Penguinman | Feb 25 2009, 03:19 AM Post #2 |
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Admin and Coding Master
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Hmm that looks right. Can you show what you added to the bfm? |
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| Mysty | Feb 25 2009, 03:27 AM Post #3 |
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Mesher
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Er, I didn't do very much to the bfm. Just copy pasted any animations that had "climb" in it, and nothing else. I am clueless on that part, I don't know if I'm supposed to rename the lemur part or something? Like with this <animation anim="entities\units\animals\LemurRingtailed\LemurRingtailed_Adult_F_Climb_Down.bf" animName="Climb_Down" debug="false" animSpeed="1.000000" explicitUseOnly="true" resolveUnitCollisions="true" load="true" />, do I rename "LemurRingtailed" To "Golden" (my codename) |
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| Penguinman | Feb 25 2009, 04:07 AM Post #4 |
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Admin and Coding Master
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Ok well this part: anim="entities\units\animals\LemurRingtailed\LemurRingtailed_Adult_F_Climb_Down.bf" is what links to the animation file. Obviously your animal cannot use the lemur animations because the model would distort or maybe not even animate. However, you cannot just change the codename to the original codename because the original animal does not have this coding I assume (are you using the gelada?). Anyways, what you need to do is scroll through the base animal's bfm and search for animations that are hopefully fairly similar to the one you need and paste the link in the new animal's bfm. Do not use your codename, but the codename of the original animal. Now, the animName="Climb_Down" is the name of the animation as it is mentioned in the beh file. So, what you need to do is find all of the targetAnim= tags in the beh section you copied over and make sure that every animation named after that tag is added to the bfm. Does that make sense? |
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| Mysty | Feb 25 2009, 05:06 AM Post #5 |
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Mesher
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I think the problem is with the beh, I might of missed some of the code. Because if I use the lemur beh they go to climb the tree, but then stop and go to do something else. |
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| HENDRIX | Feb 25 2009, 09:20 AM Post #6 |
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I eat blender for breakfast.
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In the XML, did you add the Macros for climbing? Its in the main XML, paste all climbing codes from there. They are important.
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| Mysty | Feb 25 2009, 01:43 PM Post #7 |
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Mesher
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They appear to have the same ones this is what you're talking about, right? <macro name="ClimbAcacia" text="!anim 'Climb_Idle' blend .3 advance_cur_t, dis, exit" /><macro name="ClimbBananaTree" text="!anim 'Climb_Idle' blend .3 advance_cur_t, anim 'Climb_Idle', dis, exit" /> <macro name="ClimbBaobob180" text="!anim 'Climb_Idle' blend .3 advance_cur_t, anim 'Climb_Idle', dis, anim 'Climb_Turn180Right', exit" /> <macro name="ClimbElephantEar" text="!anim 'Climb_Idle' blend 0.5 advance_cur_t, dis, exit" /> <macro name="ClimbKily" text="!anim 'Climb_Idle' blend .2 advance_cur_t, anim 'Climb_2Stand', anim 'Stand_2Walk', anim 'Walk_Ahead', anim 'Walk_2Stand', dis, TurnLeft180, anim 'Stand_2Sit', anim 'Sit_Idle', exit" /> <macro name="ClimbTreeFernA" text="!anim 'Climb_Idle' blend .3 advance_cur_t, dis, Climb2Walk, exit" /> <macro name="ClimbThing" text="anim 'Walk_2Climb', anim 'Climb_Up'" /> <macro name="Climb2Sit" text="anim 'Climb_2Sit', anim 'Sit_Idle'" /> <macro name="ClimbDown" text="anim 'Climb_Down'" /> <macro name="Sit2Climb" text="anim 'Sit_2Climb', anim 'Climb_Down'" /> <macro name="Climb2Walk" text="!anim 'Climb_Idle' blend .3 advance_cur_t, dis, anim 'Climb_2Walk'" /> using the lemur beh, I got them to climb trees. But they distort heavily while climbing up. I dk why, I replacing the climbing up animation with the geladas fence climbing one... |
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| Penguinman | Feb 26 2009, 04:57 AM Post #8 |
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Admin and Coding Master
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So I've had a ton of issues with the gelada too ![]() Try using a different animation than the fence climbing one, like walk_ahead and see how that goes. |
Check out my site where you can get many of my downloads here.
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| Mysty | Feb 26 2009, 03:35 PM Post #9 |
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Mesher
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The gelada has "climb_up" and "climb_down" animations that I don't remember seeing before O>O I'm probably just going crazy... I'll probably just give up on this, I can't even get the darn monkies to notice the tree unless I use the lemur beh, which gives them loads of problems. but thanks anyway for your help DM and PM
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I've copied pasted <ClimbOntoTree1>






this is what you're talking about, right? <macro name="ClimbAcacia" text="!anim 'Climb_Idle' blend .3 advance_cur_t, dis, exit" />

8:17 AM Jul 11