Registered Users
  • Content count

  • Joined

  • Last visited

Community Reputation

0 Neutral

About MorickClive

  • Rank
    Junior Member

Recent Profile Visitors

58 profile views
  1. Yep, that seems to have cleared the issue; thank you so much :D. All I need to do is shift the spawned tentacles to a different prefab name (for description and reference purposes) and apply the overlay colour for client creatures. -- This line causes the clients to freeze (fixed) minion:SetPrefabName("shadowed_tentacle") -- fixed, minion:SetPrefabNameOverride successfull re-allocates the name so characters can uniquely comment on it. -- These lines do no apply to clients. minion.AnimState:OverrideMultColour(0.1, 0.1, 0.1, 0.85) = "Shadowed Tentacle" I'll hammer away at these, thank you for the support! ^^ -- Edit: Solved an issue with prefab overriding. Solved the issue with colour and naming issue: though only through creating an edited version of the tentacle file, maybe inefficient?
  2. Found in SGwilson (handy for stategraph events and how characters react to events): EventHandler("wonteatfood", function(inst) if ~= nil and not then"refuseeat") end end), sg.gotostate("refuseeat") may possibly trigger just the animation(though haven't tested it). All prefabs have an instance of an entity, referenced as "inst". You can attach this like so ""refuseeat") ". inst.components.talker:Say(GetString(inst, "ACTIONFAIL_GENERIC") . This will let you have the character comment on the event, any quoted variable will be drawn from the respective "inst" speech file (in this case the inst you're handling).
  3. Hi all, I've expanded on the spawner system of the eye plant, creating a new component which some what mirrors the original but is adjusted for specific states on spawn, The component summons in specific modified instances of tentacles. Although this works rather cleanly on a host, the client side crashes on the first spawn of a minion. I've isolated the bug to the stategraph system, although I'm struggling to find a clear explanation as to how to implement it for the client side. Any assistance would be greatly appreciated. ^^ Sample image from host(without error): Error produced by clientside: 325: attempt to index field 'sg' (a nil value) LUA ERROR stack traceback: scripts/components/tentaclespawner.lua:325 Line in question -"rumble") -- [[ I assume I need to tell the client which Stategraph it needs to use, though unsure how ]]
  4. Although I cannot help you directly with DST, maybe this link to the official DS asset upload. it contains the basics for wilson and non-RoGs/SW content, all provided by Klei.
  5. Thank you for your advice, I've already created a new recipe tab and recipe for my mod, soldiering on towards structure/prefab properties and art stuff now. Though the animation stuff still eludes me, snow(on objects) recently has me scratching my head.
  6. This will influence sanity rating in theory(not tested): inst.components.sanity.rate_modifier = 1 Found it by searching for sanity in scripts folder for DST (common\Don't Starve Together\data\scripts), nearly anything after "component" will have it's own file where it refers to itself as the following code: All structures and items are considered prefabs(as far as I'm aware), that'd be your best bet to find code functionality. not all objects have in-game names as file labels, the wiki contains debug spawns for any item you're having trouble finding which are usually the lua file name. Luckily it appears beaver vision doesn't seem embedded any further than Woodie's lua file "woodie.lua". Though I cannot say if this will work, player vision might be a component that exists naturally or be implemented as part of "beaverness". If it's not you can always test it by attempting to initialise it yourself (see code comment). Creating new prefabs/structures needs Spriter, you need to create an entity with the same name as the object and then give it animations to draw from. This post proved very handy for me, it enabled me to see results and create working animations/objects in Spriter, kudos to Malacath. If all else fails, maybe the mod guides on the central post can help you or a google search for people stuck in similar positions. As far as lua goes, it doesn't hurt to learn; but you can get a feel for the logic, especially if you're use to programming with classes.
  7. Hi, I'm currently fresh off the bat for making mods. I'm investigating a method of adding glow to an existing animation. I start by having two images in Spriter: - one of the default asset. - one of the asset in full glow, which sits on top of default at 0% opacity. Although this works in Spiter, it seems that the opacity tween/interpolation isn't being generated in DST, instead, when the keyframe is reached, the animation instantly flips from default to glow. Given that both images exist and the glow starts off with 0% opacity at start of the animation and then activates, I'm believe I might be doing something wrong in Spriter. Spoilers contain issues I'm working through atm I'd greatly appreciate pointers on. (Although I will try to hammer through these in time none-the-less ^^)