Post by aravshetikolava on May 26, 2018 22:01:05 GMT
I imagine carpet behaviour being a combination of their own behaviour and triggers that our wayfarer crosses. their own behaviour: flying to some different places within the main path (main path is controlled by triggers) and hugging the wayfarer, or how and when they chirp. and triggers control main path and collisions and when they grab us? is this thinking correct? also do we know there the carpet's own behaviour is? can carpets just swarm the wayfarer constantly? or can they chirp giant chirps that will power us up? can they rise us to the skies instead of rising ud to the top of the factory? i am curious becasue i was always interested in how AI works here. carpets look very lovely and alive, and i really enjoy the way they act, so i would like to understand it more!
I've found code that affects carpet behavior, and I think I've found everything to control them, but I haven't had enough time to mess with them to work out the details. I plan to mess with this after automating eboot builds. So at this point, all of this is educated guessing...
There are a few different kinds of data in the eboot that seem to affect the carpets:
Dynamic Node Instances(the carpet)
Marker Instances(where it's heading)
Timeline Instances(what it's doing)
Trigger Instances (how it's activated)
There may be more. In general, the carpets always head to the closest point of interest. This why we can make them dance; the game updates the marker it's supposed to go to. When the carpet gets to it's marker, a trigger activates that tells it to float around and chirp.
The actual animations are controlled by timelines, which are a set of animations like "swim slow, spin to left, swim fast, flip..." or whatever it may be. Multiple timelines can be activate at once; this is what allows for WM glitches for instance. The chirps I believe are random, though they tend to be chirpy when they're at their marker.
I'm not clear on how the carpets interact with the player, but I believe these are also triggers, and sometimes the player becomes the point of interest; I've also found some data that seems to suggest how a carpet can be made sticky, but early attempts at custom sticky carpets failed.
Post by aravshetikolava on May 30, 2018 15:20:46 GMT
whoaaa stew thank you a lot for such detailed answer, it answers all my question! yesterday when i was playing i caught myself on thinking in pd like "ooh, so this dynamic mode instance goes to it's marker instance"
"Multiple timelines can be activate at once; this is what allows for WM glitches for instance." - sorry, i didnt understand this part well. you can activate several carpet behaviour at once? and this is how we do wm glitches, by activating several wm behaviours at once? with carpets, its hard for me to imagine how can such glitch look like. with WM we have all the diffeent poses, and lights (on/of, harful/non-harmful lights), but with carpets there's not much different timelines?.. i wish you luck with the sticky carpet!
this is how we do wm glitches, by activating several wm behaviours at once?
Yes, single-player WM glitches tend to fall in 2 categories: hitting triggers out of order, and hitting triggers at certain times. Think about the ambush room. If I hit the triggers out of order, I can get a WM head stuck in the sand. If I hit the same triggers at a very specific time, I can get a hungry WM head stuck in the sand with a spotlight on but the mask is closed and it won't eat me. When hitting multiple triggers, the timing can make a big difference ;)
Of course once you throw a companion into the mix, and your WM is out of sync with theirs, you've got a whole new can of worms :D
with carpets, its hard for me to imagine how can such glitch look like
A carpet ride is an example. Releasing the large banner in PD will make Frederick 1) be sticky 2) move to character 3) move to hilltop. The carpet is sticky even while moving the character to the hilltop; two timelines are active at this point. And it's another opportunity for some trigger manipulation, same as with the WM.
When you activate the banner the game tells Frederick it should pick you up, but if you don't trigger the chase then you can walk around and they'll all be lazy. At some point Frederick may come close, which triggers a carpet hug, which triggers the carpet pickup we skipped before, yet Frederick's current timeline is to move lazily towards the next marker, not quickly to the hilltop. Once Frederick makes it to the marker (which may be a while, he's very lazy) he lets you go; both timelines have ended.
The point I guess is that they're all the same; You can tell any creature to do several behaviors at once, whether it's a sideways whale or sticky carpet or happy WM, the game doesn't know the difference or care, it all works the same and it all breaks the same :D
just saying, thats great. i was up about to ask "did anyone think about making carpets more "tame"" :D
ofc you did hehe! It will not be easy, so many variables come into play when working with carpets, i guess. different carpets behave differently in every level. and there s also the diff. when you fly with carpets in the pd or try to do it in Paradise. Saying i think when your parameters change, it will also affect the carpets.
I d like to once see a video with a "carpet-dog" :D sticking all the time rather close to you. Touching you sometimes, flying forward, coming back etc.