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      Rhymes with Play 145 - Oxygen Not Included (Update Preview)   06/27/2017

      Join us on our official Twitch Channel, where we will be previewing content that are currently being developed for the upcoming Oxygen Not Included update. As always, the stream will be going live on Thursday, June 29th at 3:30 PM Pacific (10:30 PM UTC), only on the Rhymes with Play Dev Cast. Note: As the game is still in development, game content shown in the update preview streams may change before going live on Steam Early Access.  Where is it?
      On our official Twitch channel here:
      10:30 PM UTC (Coordinated Universal Time)
      6:30 PM ET (East)
      5:30 PM CT (Central)
      4:30 PM MT (Mountain)
      When is it?
      Thursday, June 29th 3:30 PM Pacific (10:30 PM UTC). Here's a handy tool to figure out what time that means for you:
      http://www.worldtimebuddy.com Check out the stream announce thread for discussions!


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About icantevenname

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  1. Still stumped... You're onto something with using Wigfrid's code, but I still have no idea what I'm doing...
  2. That's the weird thing, it's already there. local function onhit(inst, attacker, target) local impactfx = SpawnPrefab("impact") if impactfx ~= nil then local follower = impactfx.entity:AddFollower() follower:FollowSymbol(target.GUID, target.components.combat.hiteffectsymbol, 0, 0, 0) if attacker ~= nil then impactfx:FacePoint(attacker.Transform:GetWorldPosition()) end end inst:Remove() end Should I put the mod here to get a better look at it? I've already done everything but this.
  3. The title's pretty self explanatory, what do I need in the projectile's prefab script for it to despawn after hitting something?
  4. I've posted a question here about giving a character I'm working on a crit rate. Someone responded, asking if I wanted the crits to apply to the character, the character when using ranged weapons, or to a custom item I want to give to my character. I asked about it applying to ranged weapons and the custom item, figuring that the two values would stack and encourage players to craft and use it. But it's been a month and I haven't gotten a response. I might as well ask again. Oh, and I also need to know how to make it impossible and to guarantee the crits for testing.
  5. Ranged would be ideal, if not, then any attack. I also plan on giving her craftable spines to attack with. Maybe those could get their own crit rate?
  6. Now that I'm finished with the Chomper, I've moved onto the PvZ Cactus. Since she's the plant team's sniper in Garden Warfare, I feel that a good way to simulate headshots is by giving her random critical hits. Again, I have no idea how to do this, can I get some help? Also, can you tell me how to program it to always and never get crits to make sure it's working?
  7. Works like a charm! Thanks for all the help!
  8. It still crashes... Though, I looked through Wathgithr's prefab and found this local function IsValidVictim(victim) return victim ~= nil and not ((victim:HasTag("prey") and not victim:HasTag("hostile")) or victim:HasTag("veggie") or victim:HasTag("structure") or victim:HasTag("wall") or victim:HasTag("companion")) and victim.components.health ~= nil and victim.components.combat ~= nil end I think that's missing from the code given to the Chomper.
  9. Here ya go. chomper.lua
  10. I have it like this local function onkilled(inst, data) local victim = data.victim if not inst.components.health:IsDead() and IsValidVictim(victim) then local total_health = victim.components.health:GetMaxWithPenalty() local hunger_steal = inst.hunger_steal or 0.1 inst.components.hunger:DoDelta(hunger_steal*total_health) end end local function master_init(inst) inst:ListenForEvent("killed", onkilled) inst.hunger_steal = 0.1 --Percent of the victim's max health that's converted into hunger end If this isn't enough, I could attach the prefab file.
  11. The whole toolless-and-naturally-tree-chopping thing for my Chomper mod was a bust. But I still wanna give him something to have him stand out. Having him gain hunger from killing things should do the trick. Though, I don't know how to do that. Any help?
  12. Actually, turns out you can't attack trees directly. Not even with the Force Attack key.
  13. Never knew that. Thanks for th' tip.
  14. I'm currently working on a mod of the PvZ Chomper. I decided to make it so that it's impossible for him to use tools/weapons while having 5 times the normal attack power and able to chop trees and mine rocks naturally. The attack power is simple enough, but everything else I have no clue about. If it's impossible to get him to chop and mine without tools, then how do I make it so he can't use weapons?