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Have you tried the timer? Place a creature and set it to move in 10 seconds. Even with only one creature and one command it acts the same way. I think I read someone had the same problem in spore.com's forum. I tried the timer with expressions (facial, not logical sorry
) and it had a little more luck there, but attack and move to doesn't seem to work, so I think many haven't noticed it.There even seem to be bugs with just enemies charging towards eachother. They seem to stop at times. I think it's because of the high amount of creatures. My computer is too great, I think it's another optimization that bugs out. Btw, you don't have to set each individual marker. If you hold alt + click on a creature and drag to make a copy they get their clone's marker. Maybe that's why you haven't seen the too many creature-related bugs? Now make an army of 100 and see them bug out ![]() EDIT: Ok, just so it's said somewhere the timer do seem to work. It's just the way it works is that it's like intervals at which time the action will be preformed and it always does one at time 0 too. For example if it's set to laugh in 10 secs and second is always wander around it first laughs then wanders around for 10 seconds before laughing and repeats. I guess that's pretty fine. You can make the idle-behavoir seem a little more livly. However that it does that first action at time 0 still seem like bad design (I can't figure out why they put it there, it's like they got lazy with the programming). I mean that you can't do waves or whatever AI change to occur after a certain time, but perhaps that's more what the acts are meant to be for. Also for a real timer you can have stupidly smart tricks like having a creature slowly walk towards a pack of creatures that move to attack player when they first see that creature ![]() Last edited by Sporox : 07-29-2009 at 06:29 PM. |
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) and it had a little more luck there, but attack and move to doesn't seem to work, so I think many haven't noticed it.



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