I have to correct myself it does not work yet.
I tested a lot and the creature placed by the Tunneller Script is still the BUG-Entity (that looks like the blonde dwarf).
The only way I managed to place blond dwarf is to make both the BUG and the TUNNELLER-Entitiy into the blond dwarfs.
I'm on experimenting with different settings like the TUNNELLER Job but I ripped the BUG-Entity (bug.cfg, that contains data from the Tunneller) of all values that could lead the system into thinking that it could dig. I removes the Dig, Spell, the Dig Property and the Tunneller Job.
PS.
What is the best map editor, I need to build a test map for faster testing.
/edit
Code:
; KeeperFX Creature Model Configuration file
; file version 0.33
[attributes]
; Name is the creature identifier which should be used in level script
Name = BUG
NameTextID = 546
Health = 350
HealRequirement = 150
HealThreshold = 200
Strength = 40
Armour = 30
Dexterity = 40
FearWounded = 12
FearStronger = 2000
FearsomeFactor = 100
Defence = 60
Luck = 0
Recovery = 4
HungerRate = 5000
HungerFill = 2
LairSize = 1
HurtByLava = 2
BaseSpeed = 48
GoldHold = 1500
; Creature image size - XY and YZ
Size = 200 256
AttackPreference = MELEE
Pay = 50
HeroVsKeeperCost = 0
SlapsToKill = 30
CreatureLoyalty = 0
LoyaltyLevel = 7
DamageToBoulder = 20
; Creature thing size - XY and YZ; one cube is 256x256
ThingSize = 256 512
LairObject = LAIR_TUNLR
Properties = BLEEDS HUMANOID_SKELETON
[attraction]
; Rooms required to attract the creature from entrance, and number of slabs which is needed (max 3 rooms)
EntranceRoom = NULL LAIR NULL
RoomSlabsRequired = 0 1 0
BaseEntranceScore = 6
ScavengeRequirement = 22000
TortureTime = 1000
[annoyance]
EatFood = -1000
WillNotDoJob = 0
InHand = 0
NoLair = 1
NoHatchery = 1
WokenUp = 200
StandingOnDeadEnemy = -6
Sulking = 1
NoSalary = 1000
Slapped = 100
StandingOnDeadFriend = 20
InTorture = 4
InTemple = -50
Sleeping = -3
GotWage = -750
WinBattle = -330
; Game turns required without training and the annoyance level
Untrained = 0 0
OthersLeaving = 10
; Annoyance caused by performing stressful jobs
JobStress = 0
GoingPostal = 0
Queue = 4
LairEnemy = NULL
AnnoyLevel = 4000
AngerJobs = LEAVE_DUNGEON DAMAGE_WALLS
[senses]
Hearing = 10
EyeHeight = 256
FieldOfView = 1024
EyeEffect = NULL
MaxAngleChange = 10
[appearance]
WalkingAnimSpeed = 96
FootstepPitch = 100
VisualRange = 18
PossessSwipeIndex = 2
NaturalDeathKind = NORMAL
ShotOrigin = 0 0 384
CorpseVanishEffect = 0
PickUpOffset = 12 50 0 0
StatusOffset = 256
[experience]
; Creature powers (spells), and the creature level at which they're given (max 10 spells).
Powers = SWING_WEAPON_SWORD NULL NULL NULL NULL NULL NULL NULL TELEPORT
PowersLevelRequired = 1 0 0 0 0 0 0 0 0 10
; Training values required to reach higher creature levels
LevelsTrainValues = 1000 3500 5000 6500 8500 10500 13000 16000 20000
;Growing beyond max level - training cost, new creature type and its level
GrowUp = 0 NULL 0
; Gaining experience from sleeping - slab required near lair and amount of experience
SleepExperience = HARD 0
ExperienceForHitting = 2
[jobs]
PrimaryJobs = TRAIN
SecondaryJobs =
NotDoJobs = RESEARCH
StressfulJobs =
TrainingValue = 1
TrainingCost = 10
ScavengeValue = 1
ScavengerCost = 10
ResearchValue = 0
ManufactureValue = 1
PartnerTraining = 0
[sprites]
Stand = 338
Ambulate = 336
Drag = 336
Attack = 340
Dig = 340
Smoke = 352
Relax = 352
PrettyDance = 340
GotHit = 342
PowerGrab = 348
GotSlapped = 354
Celebrate = 350
Sleep = 352
EatChicken = 356
Torture = 48
Scream = 344
DropDead = 346
DeadSplat = 946
GFX18 = 22
QuerySymbol = 167
HandSymbol = 192
GFX21 = 23
[sounds]
Foot = 1 4
Hit = 677 3
Happy = 675 1
Sad = 676 1
Hurt = 677 3
Die = 680 2
Hang = 682 1
Drop = 683 1
Torture = 684 3
Slap = 687 1
Fight = 672 3
This is the current bug.cfg I removed every thing that could lead the game to assume he has everything to do with digging or tunneling. And yes its the data loaded by the game using the Tunneller script, I removed its digging animation and the blond dwarfs turned into running dogs while digging.
/edit 2
I turned the bug.cfg back into a bug and now a tunneler.cfg bug was spawned by the Tunneller script as intended.
The bug.cfg got something that make the script preferr it. Still strange.
/edit 3
I only copied the sprites and sounds sections from the original bug.cfg into my bug.cfg and now the script spawns blonde dwarfs again. It keeps getting weirder and weirder.
/edit 4
It now seems that the game will spawn bug.cfg ..
/edit 5
I now released version 2.2.
It make the game spawn bug that can dig with a proper animation, when using the Tunneller script.
But regular Bugs are still Bugs and are not turned into Tunnellers as I inteded.
The Tunneler.cfg looks like this in contains Bug values:
Code:
; KeeperFX Creature Model Configuration file
; file version 0.33
[attributes]
; Name is the creature identifier which should be used in level script
Name = TUNNELLER
NameTextID = 260
Health = 250
HealRequirement = 150
HealThreshold = 200
Strength = 25
Armour = 25
Dexterity = 55
FearWounded = 12
FearStronger = 1400
FearsomeFactor = 100
Defence = 60
Luck = 10
Recovery = 5
HungerRate = 5000
HungerFill = 1
LairSize = 1
HurtByLava = 2
BaseSpeed = 48
GoldHold = 300
; Creature image size - XY and YZ
Size = 200 100
AttackPreference = MELEE
Pay = 18
HeroVsKeeperCost = 0
SlapsToKill = 22
CreatureLoyalty = 0
LoyaltyLevel = 0
DamageToBoulder = 20
; Creature thing size - XY and YZ; one cube is 256x256
ThingSize = 256 512
LairObject = LAIR_BUG
Properties = BLEEDS SPECIAL_DIGGER
[attraction]
; Rooms required to attract the creature from entrance, and number of slabs which is needed (max 3 rooms)
EntranceRoom = NULL LAIR NULL
RoomSlabsRequired = 0 1 0
BaseEntranceScore = 6
ScavengeRequirement = 22000
TortureTime = 1000
[annoyance]
EatFood = -1000
WillNotDoJob = 0
InHand = 0
NoLair = 1
NoHatchery = 1
WokenUp = 50
StandingOnDeadEnemy = -6
Sulking = 2
NoSalary = 1500
Slapped = 100
StandingOnDeadFriend = 25
InTorture = 2
InTemple = -50
Sleeping = -1
GotWage = -750
WinBattle = -330
; Game turns required without training and the annoyance level
Untrained = 0 0
OthersLeaving = 10
; Annoyance caused by performing stressful jobs
JobStress = 0
GoingPostal = 0
Queue = 4
LairEnemy = NULL
AnnoyLevel = 4000
AngerJobs = LEAVE_DUNGEON
[senses]
Hearing = 10
EyeHeight = 100
FieldOfView = 1024
EyeEffect = FISH_EYE
MaxAngleChange = 16
[appearance]
WalkingAnimSpeed = 48
FootstepPitch = 400
VisualRange = 18
PossessSwipeIndex = 6
NaturalDeathKind = NORMAL
ShotOrigin = 0 0 128
CorpseVanishEffect = 0
PickUpOffset = 22 60 0 0
StatusOffset = 128
[experience]
; Creature powers (spells), and the creature level at which they're given (max 10 spells).
Powers = FIRST_PERSON_DIG SWING_WEAPON_FIST NULL NULL NULL NULL NULL FREEZE NULL NULL
PowersLevelRequired = 1 1 0 0 0 0 0 7 0 0
; Training values required to reach higher creature levels
LevelsTrainValues = 1000 3500 5000 6500 8500 10500 13000 16000 20000
;Growing beyond max level - training cost, new creature type and its level
GrowUp = 0 NULL 0
; Gaining experience from sleeping - slab required near lair and amount of experience
SleepExperience = HARD 0
ExperienceForHitting = 2
[jobs]
PrimaryJobs = TUNNEL
SecondaryJobs =
NotDoJobs =
StressfulJobs =
TrainingValue = 1
TrainingCost = 8
ScavengeValue = 1
ScavengerCost = 8
ResearchValue = 1
ManufactureValue = 1
PartnerTraining = 0
[sprites]
Stand = 534
Ambulate = 532
Drag = 532
Attack = 536
Dig = 536
Smoke = 546
Relax = 548
PrettyDance = 546
GotHit = 538
PowerGrab = 544
GotSlapped = 550
Celebrate = 546
Sleep = 548
EatChicken = 552
Torture = 76
Scream = 540
DropDead = 542
DeadSplat = 946
GFX18 = 11
QuerySymbol = 155
HandSymbol = 224
GFX21 = 11
[sounds]
Foot = 9 4
Hit = 507 3
Happy = 505 1
Sad = 506 1
Hurt = 507 3
Die = 510 2
Hang = 512 1
Drop = 513 1
Torture = 514 3
Slap = 517 1
Fight = 502 3
Its BLEEDS SPECIAL_DIGGER and not EVIL. It can "FIRST_PERSON_DIG" and has "PrimaryJobs = TUNNEL".
The Bug.cfg looks like this:
Code:
; KeeperFX Creature Model Configuration file
; file version 0.33
[attributes]
; Name is the creature identifier which should be used in level script
Name = BUG
NameTextID = 260
Health = 250
HealRequirement = 150
HealThreshold = 200
Strength = 25
Armour = 25
Dexterity = 55
FearWounded = 12
FearStronger = 1400
FearsomeFactor = 100
Defence = 60
Luck = 10
Recovery = 5
HungerRate = 5000
HungerFill = 1
LairSize = 1
HurtByLava = 2
BaseSpeed = 48
GoldHold = 300
; Creature image size - XY and YZ
Size = 200 100
AttackPreference = MELEE
Pay = 18
HeroVsKeeperCost = 0
SlapsToKill = 22
CreatureLoyalty = 0
LoyaltyLevel = 0
DamageToBoulder = 20
; Creature thing size - XY and YZ; one cube is 256x256
ThingSize = 256 512
LairObject = LAIR_BUG
Properties = BLEEDS EVIL INSECT
[attraction]
; Rooms required to attract the creature from entrance, and number of slabs which is needed (max 3 rooms)
EntranceRoom = NULL LAIR NULL
RoomSlabsRequired = 0 1 0
BaseEntranceScore = 6
ScavengeRequirement = 22000
TortureTime = 1000
[annoyance]
EatFood = -1000
WillNotDoJob = 0
InHand = 0
NoLair = 1
NoHatchery = 1
WokenUp = 50
StandingOnDeadEnemy = -6
Sulking = 2
NoSalary = 1500
Slapped = 100
StandingOnDeadFriend = 25
InTorture = 2
InTemple = -50
Sleeping = -1
GotWage = -750
WinBattle = -330
; Game turns required without training and the annoyance level
Untrained = 0 0
OthersLeaving = 10
; Annoyance caused by performing stressful jobs
JobStress = 0
GoingPostal = 0
Queue = 4
LairEnemy = NULL
AnnoyLevel = 4000
AngerJobs = LEAVE_DUNGEON
[senses]
Hearing = 10
EyeHeight = 100
FieldOfView = 1024
EyeEffect = FISH_EYE
MaxAngleChange = 16
[appearance]
WalkingAnimSpeed = 48
FootstepPitch = 400
VisualRange = 18
PossessSwipeIndex = 6
NaturalDeathKind = NORMAL
ShotOrigin = 0 0 128
CorpseVanishEffect = 0
PickUpOffset = 22 60 0 0
StatusOffset = 128
[experience]
; Creature powers (spells), and the creature level at which they're given (max 10 spells).
Powers = SWING_WEAPON_FIST NULL NULL NULL NULL NULL FREEZE NULL NULL NULL
PowersLevelRequired = 1 0 0 0 0 0 7 0 0 0
; Training values required to reach higher creature levels
LevelsTrainValues = 1000 3500 5000 6500 8500 10500 13000 16000 20000
;Growing beyond max level - training cost, new creature type and its level
GrowUp = 0 NULL 0
; Gaining experience from sleeping - slab required near lair and amount of experience
SleepExperience = HARD 0
ExperienceForHitting = 2
[jobs]
PrimaryJobs =
SecondaryJobs =
NotDoJobs =
StressfulJobs =
TrainingValue = 1
TrainingCost = 8
ScavengeValue = 1
ScavengerCost = 8
ResearchValue = 1
ManufactureValue = 1
PartnerTraining = 0
[sprites]
Stand = 534
Ambulate = 532
Drag = 532
Attack = 536
Dig = 536
Smoke = 546
Relax = 548
PrettyDance = 546
GotHit = 538
PowerGrab = 544
GotSlapped = 550
Celebrate = 546
Sleep = 548
EatChicken = 552
Torture = 76
Scream = 540
DropDead = 542
DeadSplat = 946
GFX18 = 11
QuerySymbol = 155
HandSymbol = 224
GFX21 = 11
[sounds]
Foot = 9 4
Hit = 507 3
Happy = 505 1
Sad = 506 1
Hurt = 507 3
Die = 510 2
Hang = 512 1
Drop = 513 1
Torture = 514 3
Slap = 517 1
Fight = 502 3
Its only "BLEEDS EVIL INSECT" it can't dig and is not a Tunneller by primary job.
But it should look like this:
Code:
; KeeperFX Creature Model Configuration file
; file version 0.33
[attributes]
; Name is the creature identifier which should be used in level script
Name = BUG
NameTextID = 546
Health = 350
HealRequirement = 150
HealThreshold = 200
Strength = 40
Armour = 30
Dexterity = 40
FearWounded = 12
FearStronger = 2000
FearsomeFactor = 100
Defence = 60
Luck = 0
Recovery = 4
HungerRate = 5000
HungerFill = 2
LairSize = 1
HurtByLava = 2
BaseSpeed = 48
GoldHold = 1500
; Creature image size - XY and YZ
Size = 200 256
AttackPreference = MELEE
Pay = 50
HeroVsKeeperCost = 0
SlapsToKill = 30
CreatureLoyalty = 0
LoyaltyLevel = 7
DamageToBoulder = 20
; Creature thing size - XY and YZ; one cube is 256x256
ThingSize = 256 512
LairObject = LAIR_TUNLR
Properties = BLEEDS HUMANOID_SKELETON
[attraction]
; Rooms required to attract the creature from entrance, and number of slabs which is needed (max 3 rooms)
EntranceRoom = NULL NULL NULL
RoomSlabsRequired = 0 0 0
BaseEntranceScore = 6
ScavengeRequirement = 22000
TortureTime = 1000
[annoyance]
EatFood = -1000
WillNotDoJob = 0
InHand = 0
NoLair = 1
NoHatchery = 1
WokenUp = 200
StandingOnDeadEnemy = -6
Sulking = 1
NoSalary = 1000
Slapped = 100
StandingOnDeadFriend = 20
InTorture = 4
InTemple = -50
Sleeping = -3
GotWage = -750
WinBattle = -330
; Game turns required without training and the annoyance level
Untrained = 0 0
OthersLeaving = 10
; Annoyance caused by performing stressful jobs
JobStress = 0
GoingPostal = 0
Queue = 4
LairEnemy = NULL
AnnoyLevel = 4000
AngerJobs = LEAVE_DUNGEON DAMAGE_WALLS
[senses]
Hearing = 10
EyeHeight = 256
FieldOfView = 1024
EyeEffect = NULL
MaxAngleChange = 10
[appearance]
WalkingAnimSpeed = 96
FootstepPitch = 100
VisualRange = 18
PossessSwipeIndex = 2
NaturalDeathKind = NORMAL
ShotOrigin = 0 0 384
CorpseVanishEffect = 0
PickUpOffset = 12 50 0 0
StatusOffset = 256
[experience]
; Creature powers (spells), and the creature level at which they're given (max 10 spells).
Powers = SWING_WEAPON_SWORD NULL NULL NULL NULL NULL NULL NULL TELEPORT
PowersLevelRequired = 1 o 0 0 0 0 0 0 0 10
; Training values required to reach higher creature levels
LevelsTrainValues = 1000 3500 5000 6500 8500 10500 13000 16000 20000
;Growing beyond max level - training cost, new creature type and its level
GrowUp = 0 NULL 0
; Gaining experience from sleeping - slab required near lair and amount of experience
SleepExperience = HARD 0
ExperienceForHitting = 2
[jobs]
PrimaryJobs =
SecondaryJobs =
NotDoJobs = RESEARCH
StressfulJobs =
TrainingValue = 1
TrainingCost = 10
ScavengeValue = 1
ScavengerCost = 10
ResearchValue = 0
ManufactureValue = 1
PartnerTraining = 0
[sprites]
Stand = 338
Ambulate = 336
Drag = 336
Attack = 340
Dig = 0
Smoke = 0
Relax = 0
PrettyDance = 0
GotHit = 342
PowerGrab = 348
GotSlapped = 354
Celebrate = 350
Sleep = 352
EatChicken = 356
Torture = 48
Scream = 344
DropDead = 346
DeadSplat = 946
GFX18 = 22
QuerySymbol = 167
HandSymbol = 192
GFX21 = 23
[sounds]
Foot = 1 4
Hit = 677 3
Happy = 675 1
Sad = 676 1
Hurt = 677 3
Die = 680 2
Hang = 682 1
Drop = 683 1
Torture = 684 3
Slap = 687 1
Fight = 672 3
This should be a Tunneller that is ripped of any digging porperty or ability. I even removed its digging, special dance, smoke and relax animations. And it will come to the dungeon like this but it will be spawend by the Tunneller-Script as well, that is the problem.
/edit 5
I don't know why but now it works and can be found here: https://keeperfx.net/workshop/item/4...e-swap-mod-v23