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Command 51

Posted: Sun Mar 20, 2011 1:16 am
by LittleZbot
I've been hearing about this command lately. I believe it switches monster's behaviors. How do I use it?

Posted: Sun Mar 20, 2011 2:19 am
by StinkerSquad01
51: Set MovementType to value Data4 for Objects with ID matching Data1

Experiment with Data4 values.

Posted: Sun Mar 20, 2011 2:27 am
by Emerald141

Posted: Sun Mar 20, 2011 3:44 am
by Nobody
Has anyone experimented with Command 52: Set MovementType to value Data2 and MovementTypeData to value Data3, for Objects with ID matching Data1 (yes that was copied and pasted)?

Posted: Sun Mar 20, 2011 9:33 pm
by jafo1015
I've Experimented a little more with CMD 51 and found a couple more valid values, but they only seem to work for Chompers (though I haven't tried spikeyballs or dragon turtles).

OLD:
--Scritter Movement Types--

30: Nothing moves (walk on same space as Scritter to make it move)
31: Acts like a Scritter (walking into chomper/spikeyball kills the player)
32: Scritter again (close proximity, same as default)
33: Scritter again (same as default?)
34: Scritter again (far proximity, 4 tiles)

--DragonTurtle/Spikeyball Movement Types--

41: Initial direction is South (Scritters act really oddly during this)
42: Initial direction is North (No idea what Scritters do here)
43: Initial direction is East (No idea what Scritters do here)
44: East again
45: South again
46: South again
47: Initial direction is West (Scritters act normal here)
48: West again (Yet I have no idea what Scritters do here)

--??? Movement Types--

71: Bounces off wall, initial direction is North (???)
72: Bounces off wall, initial direction is North-East (???)
73: Bounces off wall, initial direction is East (???)
74: Bounces off wall, initial direction is South-East (???)
75: Bounces off wall, initial direction is South (???)
76: Bounces off wall, initial direction is South-West (???)
77: Bounces off wall, initial direction is West (???)
78: Bounces off wall, initial direction is North-West (???)
NEW:

-- Only Effective on Chompers --

14: Chomper follows player, one space away
15: Chomper follows player, two spaces away

You can still touch the chomper (and it will kill you), it won't back off if you get closer to it. I haven't tried 16 or 17 to see if it will follow the player 3 and 4 spaces away respectively.

Anyway, you get a chomper that follows you around like a green crab.

Posted: Sun Mar 20, 2011 10:44 pm
by StinkerSquad01
:o :shock: :D :D
Awesome.

Posted: Sun May 01, 2011 2:17 am
by LittleZbot
Bump

I set 72 to a scritter, and it worked fine until I changed the thing it activates' ID to 10, and the Scritter's ID to 10. Then, the scritter went south-east instead of north-east(or was it south-west and north-west?). :?

This is a big part of the wlv's thing. A bunch of buttons are south of you, and if one of the is pressed you get eaten. The scritter that goes south-east(or west) presses a button and you get eaten. I want him to go north-east(or west) and you have to block him from touching the buttons. This south-east(or west) thing is ruining it. :x

HELP

Posted: Thu May 05, 2011 6:29 am
by LexieTheFox
I just found out something interesting (and possibly quite funny,) about Command 51, its name.
Area 51 anyone? It was about aliens, Command 51 is like switching the brains of monsters, Aliens can switch brains of anything! Is...Anyone getting this nifty fact here? :?

Posted: Thu May 05, 2011 11:56 am
by jozsefkoma
jafo1015 wrote:I've Experimented a little more with CMD 51 and found a couple more valid values, but they only seem to work for Chompers (though I haven't tried spikeyballs or dragon turtles).

OLD:
--Scritter Movement Types--

30: Nothing moves (walk on same space as Scritter to make it move)
31: Acts like a Scritter (walking into chomper/spikeyball kills the player)
32: Scritter again (close proximity, same as default)
33: Scritter again (same as default?)
34: Scritter again (far proximity, 4 tiles)

--DragonTurtle/Spikeyball Movement Types--

41: Initial direction is South (Scritters act really oddly during this)
42: Initial direction is North (No idea what Scritters do here)
43: Initial direction is East (No idea what Scritters do here)
44: East again
45: South again
46: South again
47: Initial direction is West (Scritters act normal here)
48: West again (Yet I have no idea what Scritters do here)

--??? Movement Types--

71: Bounces off wall, initial direction is North (???)
72: Bounces off wall, initial direction is North-East (???)
73: Bounces off wall, initial direction is East (???)
74: Bounces off wall, initial direction is South-East (???)
75: Bounces off wall, initial direction is South (???)
76: Bounces off wall, initial direction is South-West (???)
77: Bounces off wall, initial direction is West (???)
78: Bounces off wall, initial direction is North-West (???)
NEW:

-- Only Effective on Chompers --

14: Chomper follows player, one space away
15: Chomper follows player, two spaces away

You can still touch the chomper (and it will kill you), it won't back off if you get closer to it. I haven't tried 16 or 17 to see if it will follow the player 3 and 4 spaces away respectively.

Anyway, you get a chomper that follows you around like a green crab.
I've programed these values into scritter's wop and strangely one went to position x:2,y:2 (14) and one went to position x:3,y:3(15). :shock:
Edit: If the position is occupied the scritter stop near this position and don't move after the space is empty

Posted: Wed Nov 20, 2013 8:40 pm
by Pawelec
PotZ Research:

I discovered that MooBots' movements are coded somewhere about 80-90 range.

Sadly, that interesting ZipBots' texture movement seems to be coded in its logic, not as a MovementType value - changing the Logic of the ZipBot to Spikeyball made it go off its path and behave like a normal Spikeyball. That is a loss, because I was thinking about making some interesting new monsters with it :(

Posted: Wed Nov 20, 2013 10:46 pm
by tyteen4a03
Pawelec wrote:PotZ Research:

I discovered that MooBots' movements are coded somewhere about 80-90 range.

Sadly, that interesting ZipBots' texture movement seems to be coded in its logic, not as a MovementType value - changing the Logic of the ZipBot to Spikeyball made it go off its path and behave like a normal Spikeyball. That is a loss, because I was thinking about making some interesting new monsters with it :(
It works by detecting the floor's texture, so it doesn't surprise me.

Posted: Thu Nov 21, 2013 12:15 am
by Qloof234
Pawelec wrote:Sadly, that interesting ZipBots' texture movement seems to be coded in its logic, not as a MovementType value - changing the Logic of the ZipBot to Spikeyball made it go off its path and behave like a normal Spikeyball. That is a loss, because I was thinking about making some interesting new monsters with it :(
Unless you mean a Spikeyball with Zip-Bot logic, I'm not sure what you mean...?

If the texture-movement were tied to the model itself, it'd likely stay on the texture path even with different logic.

Posted: Thu Nov 21, 2013 3:57 pm
by Pawelec
I mean there's no MovementData value which makes a monster move like a Zip-Bot. The fact Zip-Bots follow the same floor texture they are on is hardcoded as a part of Zip-Bots' logic.

And I wanted to have path-following crabs so much :cry:

Posted: Fri Nov 22, 2013 9:24 am
by Krishiv738
Pawelec wrote:I mean there's no MovementData value which makes a monster move like a Zip-Bot. The fact Zip-Bots follow the same floor texture they are on is hardcoded as a part of Zip-Bots' logic.

And I wanted to have path-following crabs so much :cry:
We can get path following crabs if we find out movement type in the zip bot which could be hardcoded in the wop itself.

Posted: Sat Mar 08, 2014 6:35 pm
by Jutomi
Krishiv738 wrote:We can get path following crabs if we find out movement type in the zip bot which could be hardcoded in the wop itself.
I don't think any body has, yet; if so, it's not posted here. :P

Interesting, I was looking through this old topic...

and, I decided to play around with this command.

Oddly enough, you can even get baby boomers to temporarely act like scritters or spikey balls!
And, something else...

You can make control panels to make your minions do what you want when you wa-
did I say minions?

I meant little helpers; yes, lets go with that.

I'd love to do it to wraiths, ghosts, and zapbots, but I honestly can't figure out where to put their ID's; if I even can, that is.

I did think, though, that this was worth bumping up this ancient topic. :lol:

All so, I tried moobot logic on scritters...
think of what you could do with this!

Posted: Wed Mar 12, 2014 4:42 pm
by Jutomi
Hmm...

interesting logic, moobots have.
81/82=Up, 83/84=Right, 85/86=Down, and 87/88=Left.

I am not sure what the difference is between each pair - if there is any...

Though, I just wanted to share this just in case some body eccentric wants to make a remote-controlled toy...

Posted: Thu Mar 13, 2014 1:24 am
by Wonderman109
Jutomi wrote:I just wanted to share this just in case some body eccentric wants to make a remote-controlled toy...
MWAHAHAHAHA!

Posted: Thu Mar 13, 2014 2:56 am
by Krishiv738
Jutomi wrote:Hmm...

interesting logic, moobots have.
81/82=Up, 83/84=Right, 85/86=Down, and 87/88=Left.

I am not sure what the difference is between each pair - if there is any...

Though, I just wanted to share this just in case some body eccentric wants to make a remote-controlled toy...
I already built remote controlled scritters and chompers.

Posted: Thu Mar 13, 2014 2:58 am
by Sammy_P
Jutomi wrote:Hmm...

interesting logic, moobots have.
81/82=Up, 83/84=Right, 85/86=Down, and 87/88=Left.

I am not sure what the difference is between each pair - if there is any...

Though, I just wanted to share this just in case some body eccentric wants to make a remote-controlled toy...
MWM made a remote-controlled DuckBall in one of his TMD levels.

Posted: Thu Mar 13, 2014 3:11 am
by Master Wonder Mage
Sammy_P wrote:
Jutomi wrote:Hmm...

interesting logic, moobots have.
81/82=Up, 83/84=Right, 85/86=Down, and 87/88=Left.

I am not sure what the difference is between each pair - if there is any...

Though, I just wanted to share this just in case some body eccentric wants to make a remote-controlled toy...
MWM made a remote-controlled DuckBall in one of his TMD levels.
It was not original when I did it.

Posted: Thu Mar 13, 2014 3:22 am
by Sammy_P
Master Wonder Mage wrote:
Sammy_P wrote:
Jutomi wrote:Hmm...

interesting logic, moobots have.
81/82=Up, 83/84=Right, 85/86=Down, and 87/88=Left.

I am not sure what the difference is between each pair - if there is any...

Though, I just wanted to share this just in case some body eccentric wants to make a remote-controlled toy...
MWM made a remote-controlled DuckBall in one of his TMD levels.
It was not original when I did it.
oh okay

Posted: Thu Mar 13, 2014 3:54 am
by Jutomi
Well, I find that fascinating enough. :D

Though, I wonder how you managed to do that without the POTZ editor...

did you use the spikey ball controls instead?

Posted: Thu Mar 13, 2014 2:35 pm
by Wonderman109
CMD 51 set to data 71-78 made the behavior of a spikeyball that turns 180 degrees rather than 90 after hitting a wall, the variable being the starting direction. (71 was north-south, 72 northwest-southeast, 73 west-east, etc.)

Posted: Sat Mar 22, 2014 2:02 am
by Jutomi
One other thing I'd like to mention...

Apparently, in the new editor, if a gold spikey with an id of 50 hits a command 51 button to set its movementtype to 41, it all so acts as North, not South.

Whether that's to the spikey itself, the version, or the history of the matter, I don't know; I thought I'd post this here just in case players like me want weird things like path-finding spikeys that bounce off of water. :mrgreen:

Posted: Tue Mar 25, 2014 3:22 am
by Jutomi
Oh, all so, I recommend trying to give a Z-bot scritter logic.

And... then, trying to give a Z-bot that has its floor logic on(like a zip-bot) scritter logic. :mrgreen:

It may actually form something rather...
bizzare.

Plus... I wonder what happens if you modelswap a Zip-bot with a scritter. :lol:
But, that's more wopping that 51'ing.

Posted: Wed Mar 26, 2014 1:18 am
by Wonderman109
If CMD 51 still works in PoTZE, could we make Z-Bots have Coily logic so we get the 'Broken Z-Bots' from RTW?

Posted: Wed Mar 26, 2014 1:58 am
by Jutomi
Well, the problem with that is that I don't think any body on the forum has any idea as to what the id for the new POTZ monsters are.

Well... except for moobots.

Posted: Wed Mar 26, 2014 2:02 am
by Qloof234
Maybe not MovementType, but MNIK's list includes logic values for all the objects. A Z-Bot model on Coily logic might work.

Posted: Wed Mar 26, 2014 2:00 pm
by MyNameIsKooky
There are various creatures (like the Chomper) that do not have an actual MovementType ID; their movement is unique to their logic.

Like Qloof said, wop editing is probably the way to go here. Some logics are compatible with all models. Coily is one of those logics. :)

Posted: Sun Aug 03, 2014 6:54 pm
by Jutomi
Mm, yes, just bumping because I recall two things for future reference.

1: In the later editor(I'm not sure about the first one), I believe you have to place the command after the monster you wish to modify.

However, to be honest, I am experiancing certain...

other issues... with the syncronization between seven spikeyballs pressing diferent command 51 and 4 buttons to modify their path finding. :?
Apparently too many of them causes the game's number logic to act strange. :(