Quote
So I've noticed that a lot of the animal root templates have no sight at all. I don't think it's a stats issue because I can assign them stats entries that do for sure have sight and no vision cone comes up.

Animals not having vision cones depends on SpotSneakers (sidebar) which is set false by default for them. Or did I get you wrong?

ItemGet, as Tinkerer suggests, works fine for animals. I've rewritten the animal script a while ago; they react on food as expected:

Code
INIT
CHARACTER:__Me
EXTERN FIXEDSTRING:%FoodTemplate1 = "DONTEAT"
EXTERN FIXEDSTRING:%FoodTemplate2 = "DONTEAT"
EXTERN FIXEDSTRING:%FoodTemplate3 = "DONTEAT"
EXTERN FIXEDSTRING:%FoodTemplate4 = "DONTEAT"
EXTERN FIXEDSTRING:%FoodTemplate5 = "DONTEAT"
EXTERN FIXEDSTRING:%FoodTemplate6 = "DONTEAT"
EXTERN FLOAT:%CombatDist = 7
EXTERN FLOAT:%PeaceDist = 12
FLOAT:%Distance = 12

BEHAVIOUR

REACTION ReactOnFood, 1200
USAGE ALL
VARS	
	INT:_WalkOrRun
	ITEM:_ClosestFood
	FLOAT:_Time
	FLOAT:_Wait
CHECK "!c1&(c2|c3|c4|c5|c6|c7)&!c8"
	IsInDialog(__Me)
	ItemGet(_ClosestFood,__Me,%Distance,Lowest,Distance,%FoodTemplate1) 
	ItemGet(_ClosestFood,__Me,%Distance,Lowest,Distance,%FoodTemplate2)
	ItemGet(_ClosestFood,__Me,%Distance,Lowest,Distance,%FoodTemplate3)
	ItemGet(_ClosestFood,__Me,%Distance,Lowest,Distance,%FoodTemplate4)
	ItemGet(_ClosestFood,__Me,%Distance,Lowest,Distance,%FoodTemplate5)
	ItemGet(_ClosestFood,__Me,%Distance,Lowest,Distance,%FoodTemplate6)	
	IsInDangerousSurface(_ClosestFood)
ACTIONS
	GetRandom(_WalkOrRun,0,1)
	CharacterMoveTo(_ClosestFood,_WalkOrRun)
	CharacterUseItem(_ClosestFood)
	GetRandomBetween(_Wait,0,3)
	Sleep(_Wait)
	GetRandom(_Time,1,3,5,15,60)
	StartTimer("HungryAgain",_Time,0)
	SetPriority("ReactOnFood",0)
INTERRUPT
	Reset()
	GetRandomBetween(_Time,1,60)
	StartTimer("HungryAgain",_Time,0)
	SetPriority("ReactOnFood",0)
	
	
EVENTS

EVENT SetDistanceCombat
ON
	OnCombatStarted()
ACTIONS
	Set(%Distance,%CombatDist)
	
EVENT SetDistancePeace
ON
	OnCombatEnded()
ACTIONS
	Set(%Distance,%PeaceDist)
	
EVENT PeaceHungry
ON
	OnTimer("HungryAgain")
ACTIONS
	SetPriority("ReactOnFood",1200)		
	

Take care that animals move to the object first and then use the item. Otherwise they will get stuck if the item gets removed before they used it.

Last edited by Abraxas*; 12/10/16 09:25 AM. Reason: Corrected vision cones information

My mods for DOS 1 EE: FasterAnimations - QuietDay - Samaritan