DDNW Posted August 7, 2015 Share Posted August 7, 2015 (edited) Hello!! Since a Year I try to finish this mod. There were some bugs, but now i start again... First: I need some more answers. 1. How exacly can I make a new animation and how to use it? 2. Is it posible, that my ghost will have some powers/items? 3. As u can see, in basic build there is a tail, how can i delete it so, that there won`t be any problems. Please help. DDNW (sory if i made here any language mistake)DDNW (DST).zip Edited August 7, 2015 by DDNW Link to comment Share on other sites More sharing options...
StarmanUltra Posted August 7, 2015 Share Posted August 7, 2015 Man, animations are this whole ordeal. Believe me, I've spent the past week trying to replace the basic attack animation on my custom character. First of all, download Spriter from the website http://www.brashmonkey.com/spriter.htm. The Spriter version that comes with Don't Starve's mod tools is out of date. Are you trying to replace an existing animation, or do you want to make a brand new animation? Regardless, what you want to do is open the esctemplate.scml file and save it as a new .scml file. From there you want to make a separate animation for each directional facing and animation phase. That image is the player attacks. There's one animation for each punch (up, side, and down), but with a weapon there's 3 for each facing. Anyway, what you want to do is copy that default animation into however many you need, then delete the parts you don't need. For the down and side animations, you'll have to shift the (0,0) point by holding the "m" key and dragging the background. Otherwise your animation will be off-center in game. From there, just follow a basic spriter animation guide, like this one https://www.youtube.com/watch?v=aQy7eX_CWPM. While you don't need to use bones for animation in Don't Starve, it'll probably make your life a lot easier. I'm sure it's possible to give your ghost powers. Many things check whether you're a ghost using inst:HasTag("playerghost"). You could probably listen for a "haunt" event, and have it run your function. The tail one is the easiest. In the character template, there's a /character and a /character_cleared folder. /character_cleared contains blank files of the appropriate size. Just copy your \character_cleared\tail folder over your \character\tail. Your "tail" will still be there, just invisible. Link to comment Share on other sites More sharing options...
DDNW Posted August 7, 2015 Author Share Posted August 7, 2015 ok thanks if I have more things to ask/solve I will write again... Link to comment Share on other sites More sharing options...
DDNW Posted September 10, 2015 Author Share Posted September 10, 2015 One think I forgot: In game files, sometimes you can find an event/sygnal like ISRAINING, It would make my mod very easy, but how to set somethnig like that? Link to comment Share on other sites More sharing options...
DDNW Posted September 10, 2015 Author Share Posted September 10, 2015 second new: How i remember in components/sanity there was (in DS) something about rain. But were is it now, where is the comand, that change the sanity becouse of the rain? Please help me with this two things Link to comment Share on other sites More sharing options...
DDNW Posted September 22, 2015 Author Share Posted September 22, 2015 Please Help !!!!! Link to comment Share on other sites More sharing options...
DrSmugleaf Posted September 22, 2015 Share Posted September 22, 2015 (edited) In your character prefablocal function sanityfn(inst) if TheWorld.state.israining then inst.components.sanity.dapperness = TUNING.DAPPERNESS_TINY*-1 else inst.components.sanity.dapperness = 0 endendIn your character prefab's master_postinitinst.components.sanity.custom_rate_fn = sanityfn Edited September 22, 2015 by DrSmugleaf Link to comment Share on other sites More sharing options...
DDNW Posted September 22, 2015 Author Share Posted September 22, 2015 and this first? I find allready - AddTag opction, but how disactive it, or is it atomatic? and one more: So we have "TheWorld.state.israining" Is it the same thing with day and night? Link to comment Share on other sites More sharing options...
DrSmugleaf Posted September 22, 2015 Share Posted September 22, 2015 TheWorld.state.isday, TheWorld.state.isdusk and TheWorld.state.isnightSo yes. As for tags, if you want to remove a tag you can do inst:RemoveTag("tag") Link to comment Share on other sites More sharing options...
DDNW Posted September 23, 2015 Author Share Posted September 23, 2015 Thanks!!!! So much! Now i can make my mod Link to comment Share on other sites More sharing options...
DDNW Posted October 10, 2015 Author Share Posted October 10, 2015 Again one thing I cannot win: My character has 2 funcions, that are very important, but what have i to do, that those 2 functions will work.If you wanna know exacly i give you my file. Please help!ddnw.lua Link to comment Share on other sites More sharing options...
DDNW Posted October 16, 2015 Author Share Posted October 16, 2015 Does anybody saw it? Link to comment Share on other sites More sharing options...
DarkXero Posted October 16, 2015 Share Posted October 16, 2015 @DDNW, Your functions make no sense.local function BecomeWater(inst) if TheWorld.state.isday and not inst:HasTag("water") and not inst:HasTag("playerghost") and not inst.components.health:IsDead() then inst:AddTag("water") inst:RemoveTag("fire") inst.AnimState:SetBuild("water.zip") inst.components.temperature.mintemp = 5 inst.components.temperature.maxtemp = TUNING.MAX_ENTITY_TEMP endendlocal function BecomeFire(inst) if TheWorld.state.isnight and not inst:HasTag("fire") and not inst:HasTag("playerghost") and not inst.components.health:IsDead() then inst:AddTag("fire") inst:RemoveTag("water") inst.AnimState:SetBuild("fire.zip") inst.components.temperature.mintemp = TUNING.MIN_ENTITY_TEMP inst.components.temperature.maxtemp = 55 endend Link to comment Share on other sites More sharing options...
DDNW Posted October 17, 2015 Author Share Posted October 17, 2015 What do you meen: "No sense"? Link to comment Share on other sites More sharing options...
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