Changing Creature Definitions

AuthorTopic: Changing Creature Definitions
Guardian
Member # 6670
Profile Homepage #0
When I change cr_default_attitude, new creatures have the new default attitude, but creatures that have already been placed in the Editor has the old default attitude. I can understand why it's like this (the Editor doesn't have a 'default' choice for attitudes), but I'd like to know if there are any other creature definition changes that don't affect old creature instances. I made the bulk of this scenario two years ago with the intention that I'd leave all the definition fine-tuning last.

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No flying machine will ever fly from New York to Paris.
- Orville Wright, 1908
Posts: 1509 | Registered: Tuesday, January 10 2006 08:00
...b10010b...
Member # 869
Profile Homepage #1
I'd assume that default creature scripts behave the same way.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Law Bringer
Member # 4153
Profile Homepage #2
Everything else should reload just fine.

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TM: "I want BoA to grow. Evolve where the food ladder has rungs to be reached."

Gamble with Gaea, and she eats your dice.
Posts: 4130 | Registered: Friday, March 26 2004 08:00
Lifecrafter
Member # 6193
Profile Homepage #3
Only things that you can set in the editor, so I suppose te_default_script falls into this category as well. Also I'll point out that I've had problems with placing a monster and subsequently altering it's default script, but the script remains as the old default from when I first placed it rather than the new default, even though the creature's script still says 'Default'. I think 'Reload Scenario Script' will fix this?

[ Saturday, August 11, 2007 20:03: Message edited by: Lazarus. ]

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