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hunting
- VivoSim
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29 Oct 2020 06:31 #1148
by VivoSim
Replied by VivoSim on topic hunting
I think there is a place for hunting 'animals in the wild', with what you catch becoming meat, skin and bones etc. Linked to that having an option to make hunted animals 'wild & ferocious' also fits in. I think what people were not so keen on was having 'farmed' animals attack each other or people?
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- Mak Attack Lord
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30 Oct 2020 20:08 #1150
by Mak Attack Lord
Replied by Mak Attack Lord on topic hunting
He means that if were hunting these animals not just be game they need to be able to feed like in rl ... we dont feed deer n ect to kill them cuz its against the law.
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- jeremy westfall
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03 Nov 2020 05:45 #1168
by jeremy westfall
Replied by jeremy westfall on topic hunting
i have put this idea on hold as i just had heart attack in rl.
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- VivoSim
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03 Nov 2020 10:16 #1170
by VivoSim
Replied by VivoSim on topic hunting
Sorry to hear that - take it steady.
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- jeremy westfall
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05 Nov 2020 16:36 #1175
by jeremy westfall
Replied by jeremy westfall on topic hunting
update : i have the movement for both flying and land base animals working.they also take damage for bullets or other items that hit them.only problem i having right now is animation of prim.I worked out the no feed,but still working on the breedable part.
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- VivoSim
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05 Nov 2020 20:12 #1184
by VivoSim
Replied by VivoSim on topic hunting
For animals perhaps you can start with the existing animal script and set in the config the eat and drink times to a huge number (see the dolphin) so they don't need to eat or drink. For mating I'm thinking that when they become adult, you could put in a random event generator in the 'refresh' function that when triggered calls the 'mating' part of the scripts (basically set status to "WaitMate" and trigger a sensor scan for males) as a possibility.
I've just updated all the code to the current versions at github.com/punyauk/QuinLife
I've just updated all the code to the current versions at github.com/punyauk/QuinLife
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