tag:blogger.com,1999:blog-5417548940646195012.post5130902195688705564..comments2024-03-11T03:55:34.009-07:00Comments on Naturing :: Nurturing: CAs and You!Amaikokonuthttp://www.blogger.com/profile/14141369908773050411noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-5417548940646195012.post-78223099974458717242012-05-18T16:06:43.548-07:002012-05-18T16:06:43.548-07:00One note about CA linking, you can't actually ...One note about CA linking, you can't actually rely on the room numbers themselves as they're variable. This code is more effective:<br /><br />// room 1<br />setv va00 grap xcoord ycoord<br />// room 2<br />setv va01 grap xcoord ycoord<br />link va00 va01 1<br /><br />That will work regardless of what room numbers they are. :)Anonymoushttps://www.blogger.com/profile/14534682899534783710noreply@blogger.comtag:blogger.com,1999:blog-5417548940646195012.post-8079426525590091612012-05-18T16:04:37.586-07:002012-05-18T16:04:37.586-07:00Fantastic article! :D
This could also mention tha...Fantastic article! :D<br /><br />This could also mention that you can't make an object EMIT more than 1 CA at a time - for rotting detritus such as the apple cores, which emit moisture and nutrients, they use ALTR. <br /><br />It could also mention the bootstrap files "z_agent smells.cos" and "z_DS agent smells.cos" control which CA are linked to which objects - so they can be edited if you want to, for example, make flower scent associated with plants and flowers (but in order to get flower smell into your world, you'll need to edit your plant cos files to make it so). They can also be used as a developer's reference for 'what CA is linked to what object in everyone's worlds?'<br /><br />It's great to see all of the burgeoning interest and knowledge about CA set out and explained (with pictures! :D) like this. Thanks! :DMalkinnoreply@blogger.comtag:blogger.com,1999:blog-5417548940646195012.post-38339742124377130132012-05-17T19:28:01.756-07:002012-05-17T19:28:01.756-07:00Finally, a comprehensive guide to using CAs. Even ...Finally, a comprehensive guide to using CAs. Even better, some CAOS to play with for those who can't code entire rooms!<br /><br />Grendelman is right, this stuff needs to be given heaps of attention. The number of amazing rooms or agents I've had to push to one side due to mixed up or non-existant CAs...well it's probably most of them :(<br /><br />I'll definitely be linking my blog to this post. The more advertising it gets the better.ArchDragonhttps://www.blogger.com/profile/05726478254573137207noreply@blogger.comtag:blogger.com,1999:blog-5417548940646195012.post-80006461979566589112012-05-17T16:09:34.586-07:002012-05-17T16:09:34.586-07:00About time someone wrote an article about this. Ho...About time someone wrote an article about this. Hopefully, the amount of metarooms being made without proper CA links should decrease now. Provided this article gets enough attention, that is.Risen Angelhttps://www.blogger.com/profile/15403436833974732956noreply@blogger.comtag:blogger.com,1999:blog-5417548940646195012.post-62268483456288251362012-05-17T11:00:30.130-07:002012-05-17T11:00:30.130-07:00Awesome post, Amai! I'm one of those people wh...Awesome post, Amai! I'm one of those people who had absolutely no idea what CAs were prior to this article... I couldn't even tell you what CA stood for! Although lengthy, you touched on pretty much everything possible and made CAs seem much easier to understand. The CAOS codes to control them don't seem too crazy, but some Magic Words commands would be amazing! I have a feeling I might have a grand ol' time coding an entire world to make sure CAs were emitted and linked properly. Thanks for putting this together: I think it will be very handy to anyone looking for a reference on CAs!Anonymoushttps://www.blogger.com/profile/14445563524165115302noreply@blogger.com