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Biome Will Not Change
Topic Started: Apr 1 2009, 04:52 PM (692 Views)
Lupin
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I've spent hours slaving over my liger and only have one glitch left. It's biome will not change from grassland to rainforest. I orignally made it a grassland animal but later decided I'd rather have it's biome be rainforest. I changed the files thinking it would be an easy fix. It wasn't. I checked the files over and over again and can't find what's going wrong. The zoopedia shows up as it being a rainforest animal. However when you check it's biome on the zookepper screen it shows it as grassland. I'm probably just missing some obvious detail. Those are what I always miss.

Here's the XML file that is what should be changing the coding. What's wrong with it?

Code:
 

<BFTypedBinder binderType="liger" abstract="true">
<types>
 <entity>
  <actor>
   <animal>
    <Mammalia>
     <Carnivora>
      <Felidae>
       <liger />
      </Felidae>
     </Carnivora>
    </Mammalia>
   </animal>
  </actor>
 </entity>
</types>
<instance>
 <BFGEntity />
</instance>
<shared>
 <UIToggleButton template="adopt">
  <UIAspect>
   <default image="entities/units/animals/liger/liger_Adult_F_icon.dds" />
  </UIAspect>
  <UIHelpInfo ids="entityname:liger" />
  <on>
   <event msg="ZT_SETPLACEMENTOBJECT" data="BFString" string="liger_Adult_F" />
  </on>
 </UIToggleButton>
 <ZTPlacementData waterPlacement="true" />
 <BFAIEntityDataShared f_BaseDonationAmount="80" f_MaxTourValue="60" s_DonateToken="t_Donateliger" s_Species="liger" p_NurseNode="-.5 -1 270" s_Endangerment="Endangered" b_Medium="true" f_ResponseRadius="35" b_RespondToCursor="true" b_Carnivore="true" b_Piscivore="true" s_KeeperEatType="Terrain_Meat" b_LargeAnimal="true" b_TroughEater="true" b_MetalTroughEater="true" b_FoodDishEater="true" s_KeeperDrinkType="FoodDish_Water" f_adoptRemoveTime="0" f_adoptRarity="70" s_Zoopedia="zoopedia:zoopedia_liger:entry" f_RequiredInitialSpace="280" f_RequiredAdditionalSpace="80" p_FenceJumpNode="0 -5 180" p_PursuitBallNode="0 -3 180" b_RaisedSleepingPlatformUser="true" b_ShadeStructureUser="true" b_SmallWoodenShelterUser="true" b_SmallSnowCaveOddUser="true" b_SmallRockCaveUser="true" b_SmallConcreteShelterUser="true" b_LargeWoodenShelterUser="true" b_LargeSnowCaveOddUser="true" b_LargeRockCaveUser="true" b_LargeConcreteShelterUser="true" b_TropicalRainforestAnimal="true" b_SniffsTroughs="true" b_SniffsMetalTroughs="true" b_SniffsCarcass="true" b_SniffsFoodDish="true" b_ScentMarksLargeRocks="true" b_ScentMarksMediumRocks="true" b_SniffsScentedRocks="true" b_ClimbsLargeWetlandsRockLarge="true" b_WetlandsOdd="true" b_TundraOdd="true" b_ClimbsMediumTundraRockLarge="true" b_ClimbsLargeTundraRockLarge="true" b_ClimbsLargeTropicalRainforestRockLarge="true" b_ClimbsMediumTemperateForestRockLarge="true" b_TemperateForestOdd="true" b_ClimbsLargeTemperateForestRockLarge="true" b_ClimbsMediumScrubRockLarge="true" b_ScrubOdd="true" b_ClimbsLargeScrubRockLarge="true" b_ClimbsMediumSavannahRockLarge="true" b_SavannahOdd="true" b_ClimbsLargeSavannahRockLarge="true" b_GrasslandOdd="true" b_ClimbsMediumGrasslandRockLarge="true" b_ClimbsLargeGrasslandRockLarge="true" b_DesertOdd="true" b_ClimbsMediumDesertRockLarge="true" b_ClimbsLargeDesertRockLarge="true" b_ClimbsMediumBorealForestRockLarge="true" b_BorealForestOdd="true" b_ClimbsLargeBorealForestRockLarge="true" b_ClimbsMediumAlpineRockLarge="true" b_AlpineOdd="true" b_ClimbsLargeAlpineRockLarge="true" b_ClimbsLargeAlpineRockSmall="true" b_ClimbsYellowFeverAcaciaTree="true" b_ClimbsUmbrellaAcaciaTree="true" b_ClimbsKapokTree="true" b_ClimbsElephantEarTree="true" b_ClimbsBaobabTree="true" b_PicksUpBeefShank="true" b_ScratchPostScratcher="true" b_RubberToyUser="true" b_RattleBallUser="true" b_PursuitBallUser="true" b_PoleRopeIceBlockUser="true" b_PlasticBarrelUser="true" b_IceBlockUser="true" b_HeatedRockUser="true" b_CarTireUser="true" b_BallUser="true" p_WaterExitNode="0 1 0" b_FeederBallUser="true" p_FightOffset="0 -2.25 180" b_UsesRockPool="true" b_DurianFruitEater="true">
  <BFAINeedAdjusts privacy="0" social="0.1" />
 </BFAIEntityDataShared>
 <BFGBiomeData location="tropicalrainforest_worldwide" locationSensitivity="10">
  <alpine sensitivity="-10" />
  <borealforest sensitivity="-10" />
  <desert sensitivity="-10" />
  <grassland sensitivity="-5" />
  <temperateforest sensitivity="-5" />
  <tropicalrainforest sensitivity="10" primary="true" />
  <tundra sensitivity="-10" />
  <savannah sensitivity="-10" />
  <scrub sensitivity="-10" />
  <wetlands sensitivity="-10" />
 </BFGBiomeData>
 <ZTUserStaffAction>
  <SetAttribute name="hygiene" value="0" threshold="20" locid="superstaff:animal_groom" effect="SuperStaffGroom" />
  <SetAttribute name="health" value="0" threshold="20" locid="superstaff:animal_heal" effect="SuperStaffHeal" />
 </ZTUserStaffAction>
</shared>
<binder>
 <BFNamedBinder binderName="mainObj">
  <instance>
   <BFPhysObj>
    <BFShadowLODComponent numLevels="2" switchingDists="18.0 60.0" />
    <BFActorComponent actorfile="entities/units/animals/liger/liger_Adult_F.bfm" scale="0.95" />
    <BF4LegsGroundFitComponent heightOffset="-.20" maxRollError=".2" maxPitchError=".1" maxHeightError=".5" pitchGain="1.0" heightGain="6.0" rollGain="1.0" bicyclePointBack="Bip01" bicyclePointFront="Bip01 Neck2" backBuoyancyNode="Node_Buoy_Back" frontBuoyancyNode="Node_Buoy" />
    <BFSwimComponent waterInDistance="0.50" waterOutDistance="0.1" />
    <BFLegFitComponent maxLegRaise="2.0" leftFrontHipJoint="Bip01 L Forearm" leftFrontKneeJoint="Bip01 L Hand" leftFrontAnkleJoint="Bip01 L Finger0" rightFrontHipJoint="Bip01 R Forearm" rightFrontKneeJoint="Bip01 R Hand" rightFrontAnkleJoint="Bip01 R Finger0" leftBackHipJoint="Bip01 L Thigh" leftBackKneeJoint="Bip01 L Calf" leftBackAnkleJoint="Bip01 L Foot" rightBackHipJoint="Bip01 R Thigh" rightBackKneeJoint="Bip01 R Calf" rightBackAnkleJoint="Bip01 R Foot" ankleRotVectorLeftFront="0 1 0" ankleRotVectorRightFront="0 -1 0" ankleRotVectorRightBack="0 0 -1" ankleRotVectorLeftBack="0 0 -1" hipRaiseVectorLeftFront="0 0 1" hipRaiseVectorRightFront="0 0 1" hipRaiseVectorLeftBack="0 0 1" hipRaiseVectorRightBack="0 0 1" kneeRaiseVectorLeftFront="0 0 1" kneeRaiseVectorRightFront="0 0 1" kneeRaiseVectorLeftBack="0 0 1" kneeRaiseVectorRightBack="0 0 1" legFitModeLeftFront="0" legFitModeRightFront="0" legFitModeRightBack="1" legFitModeLeftBack="1" anklePitchVector="0 -1 0" maxLOD="2" />
    <BFSecondaryAnimComponent animName="Secondary_TailA" frequency="1.5" chance="40" validAnims="Stand_Idle,Stalk_Idle" />
    <BFSecondaryAnimComponent animName="Secondary_EarA" frequency="1.5" chance="40" validAnims="Stand_Idle,Walk_Ahead,Stalk_Idle,Sit_Idle,Lie_Idle,GroomPaw_Idle,Eat_BiteA,Lie_LickObject,Lie_SearchLog,Sit_2TeethInspection,Sit_Listen,Stand_Listen,Lie_Listen,Stand_BiteHigh,Stand_BiteMed,Stand_BiteLow,Stand_BitLow,Stand_BitMed,Stand_HeadCockWater,Stand_HitMed,Stand_HitHigh,Stand_LickObject,Stand_PlayPounce,Stand_PlayRoar,Stand_ScratchLogHigh,Stand_ScratchLogLow,Stand_ScratchTree,Stand_SwatWater,Stand_SwipeLow,Stand_SwipeMed,TeethInspection_2Sit,TeethInspection_Idle,Tug_2Stand,Tug_Idle,Stand_2Tug" />
    <BFForwardMovingComponent />
    <BFRotYawMovingComponent />
    <BFCollisionComponent grid="Bip01 Spine1" />
    <BFGridCollisionComponent />
    <BFDecalTextureCycleComponent materialName="Tiger Body">
     <Step imageName="entities/units/animals/shared/tiger_blink_blank.dds" hold="3.0" variance="0.5" />
     <Step imageName="entities/units/animals/shared/tiger_blink02.dds" hold="0.08" variance="" />
     <Step imageName="entities/units/animals/shared/tiger_blink.dds" hold="0.1" variance="" />
     <Step imageName="entities/units/animals/shared/tiger_blink02.dds" hold="0.08" variance="" />
    </BFDecalTextureCycleComponent>
    <BFHeadLookComponent leftRightAnimName="Secondary_HeadLook" lookDirNode="Bip01 Head" lookDirVector="0 1 0" gain_z="-2" fov_extreme_lr="90.0" />
   </BFPhysObj>
  </instance>
  <shared>
   <BFTextTagMacrosComponent>
    <MACROS>
     <macro name="CatJumpOn" text="as 100 1, anim &apos;Walk_2ClimbFlat&apos;" />
     <macro name="CatJumpOff" text="as 100 1, anim &apos;ClimbFlat_2Walk&apos;" />
     <macro name="JumpOnHeatedRock" text="as 100 1, anim &apos;Stand_JumpUp&apos;" />
     <macro name="JumpOnRock" text="as 100 1, anim &apos;Stand_JumpUp&apos;" />
     <macro name="Walky" text="anim &apos;Walk_Ahead&apos;" />
     <macro name="Walky2Standy" text="anim &apos;Walk_2Stand&apos;, anim&apos;Stand_Idle&apos;" />
     <macro name="Stand2LieBelly" text="anim &apos;Stand_2Lie&apos;, anim &apos;Lie_Idle&apos;" />
     <macro name="LieBelly2Stand" text="anim &apos;Lie_2Stand&apos;, anim &apos;Stand_Idle&apos;" />
     <macro name="Standy2Walky" text="anim &apos;Stand_2Walk&apos;, anim &apos;Walk_Ahead&apos;" />
     <macro name="LieOnBelly" text="anim &apos;Lie_Idle&apos;" />
     <macro name="TurnLeft180" text="anim &apos;Stand_TurnLeft90&apos;, anim &apos;Stand_TurnLeft90&apos;" />
     <macro name="TurnRight180" text="anim &apos;Stand_TurnRight90&apos;, anim &apos;Stand_TurnRight90&apos;" />
     <macro name="TurnLeft90" text="anim &apos;Stand_TurnLeft90&apos;" />
     <macro name="TurnRight90" text="anim &apos;Stand_TurnRight90&apos;" />
     <macro name="WalkBack" text="anim &apos;Backup_Ahead&apos;" />
     <macro name="Standy2WalkBack" text="anim &apos;Stand_2Backup&apos;, anim &apos;Backup_Ahead&apos;" />
     <macro name="WalkBack2Stand" text="anim &apos;Backup_2Stand&apos;, anim &apos;Stand_Idle&apos;" />
    </MACROS>
   </BFTextTagMacrosComponent>
  </shared>
 </BFNamedBinder>
 <BFBinder required="1">
  <instance>
   <BFBehaviorMgr behaviorVersion="1">
    <subBehaviors>
     <BFBehLocoSwitchSet loopFlag="true">
      <behaviorTable>
       <ground behSet="Lie_Idle" />
       <water behSet="TreadWater_Idle" />
      </behaviorTable>
     </BFBehLocoSwitchSet>
    </subBehaviors>
   </BFBehaviorMgr>
  </instance>
 </BFBinder>
 <BFBinder required="1">
  <instance>
   <BFLocomotionMgr />
  </instance>
  <binder>
   <BFNamedBinder binderName="ground" required="1">
    <instance>
     <BFLocoAnimate version="1" stationaryAnim="Stand_Idle">
      <stop name="Stand" />
      <slow name="Walk" />
      <medium name="Walk" minAnimSpeed="1.5" maxAnimSpeed="1.5" />
      <fast name="Run" minAnimSpeed="1.2" maxAnimSpeed="1.2" />
      <stalk name="Stalk" />
     </BFLocoAnimate>
    </instance>
   </BFNamedBinder>
   <BFNamedBinder binderName="groundcarry" required="1">
    <instance>
     <BFLocoAnimate version="1" stationaryAnim="StandObject_Idle">
      <stop name="StandObject" />
      <slow name="WalkObject" />
      <medium name="WalkObject" />
      <fast name="RunObject" />
     </BFLocoAnimate>
    </instance>
   </BFNamedBinder>
   <BFNamedBinder binderName="water" required="1">
    <instance>
     <BFLocoAnimate version="1" stationaryAnim="TreadWater_Idle">
      <stop name="TreadWater" />
      <slow name="Swim" />
      <medium name="Swim" />
      <fast name="Swim" />
      <stalk name="Swim" />
     </BFLocoAnimate>
    </instance>
   </BFNamedBinder>
   <BFNamedBinder binderName="grounddrag" required="1">
    <instance>
     <BFLocoAnimate version="1" stationaryAnim="DragPreyBack_Idle">
      <stop name="DragPreyBack" />
      <slow name="DragPreyBack" />
      <medium name="DragPreyBack" />
      <fast name="DragPreyBack" />
     </BFLocoAnimate>
    </instance>
   </BFNamedBinder>
  </binder>
 </BFBinder>
 <BFNamedBinder binderName="mouth" required="1">
  <instance>
   <BFGEntityContainer>
    <slots>
     <BFGEntityContainerSlot ownContents="false" hideContents="false" capacity="1" />
    </slots>
   </BFGEntityContainer>
  </instance>
 </BFNamedBinder>
 <BFNamedBinder binderName="foodprop" repopulateMethod="byName" required="1">
  <instance>
   <BFGEntityContainer>
    <slots>
     <BFGEntityContainerSlot ownContents="false" hideContents="false" capacity="1" />
    </slots>
   </BFGEntityContainer>
  </instance>
 </BFNamedBinder>
 <BFBinder>
  <instance>
   <ZTEconomyComponent cost="15000">
    <ZTTransaction name="build" costType="parent" type="debit" category="animal" />
   </ZTEconomyComponent>
  </instance>
 </BFBinder>
</binder>
</BFTypedBinder>
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ShenTirag
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Small and Bitter
Senior Mod
You say that the biome is correct in the zookeeper recommendations, and the animal is happy in that biome, but it shows up wrong in the zoopedia?

This is because the biome in the zoopedia needs to be changed separately, check your files in lang/1033, you will need to change the biome tags in there.
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Lupin
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I'm saying the oppisite :). It shows up as Rainforest/Worldwide in the Zoopedia but in the zookeeper recomendations it shows it as Grassland/Worldwide. Sorry for the misunderstanding.
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Penguinman
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That is the strangest thing ever! lol

The coding looks right, so Im wondering if maybe you have an earlier version of the liger in a z2f file in your zoo tycoon 2 folder or something? Perhaps you could try sending me the file at zt2designingcentre@gmail.com
Check out my site where you can get many of my downloads here.
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Lupin
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Hmmm...that could be it. Because I remember going to put it in and the file dissapearing. I wasn't sure what happened and thought I was just imagining it and placed it in again. I bet it's somewhere in my game files right now...odd though because that was the first try and had many glitches that I since fixed in the older ones. I'll see if I can find it, and if not I'll send it to you, Penguinman, thanks for the offer :).
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Penguinman
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Hmm yeah this is very strange but in my game, the liger does show up as TRF.
Check out my site where you can get many of my downloads here.
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Lupin
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Perhaps I'm just doomed to have my own creation never work for me...just one other question, do they have shelters appear in their zoo keeper recomendations? Because on mine they don't.

I'm glad to know that it isn't the actual liger and is just my own game. Thanks for testing it for me. I'll finally be able to release it now.
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Penguinman
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Hmm yeah in my game it has zookeeper reccomendations! lol weird

I guess my best suggestion would be to look through all your z2fs and try and figure out what is overwriting the new one.
Check out my site where you can get many of my downloads here.
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Lupin
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Those where the only two problems that I still had with it. Everything else seemed fine. I wonder if it only overwrote the recomendations? Odd...thanks for all the help Penguinman. I probably would of spent hours trying to figure it out otherwise.
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