kavaline Posted October 28, 2016 Share Posted October 28, 2016 9 minutes ago, Tezumoto said: Somehow it at me does not work. But I found another way. inst.components.temperature.inherentinsulation = ( TUNING.INSULATION_PER_BEARD_BIT * 9 ) By increasing the number 9, I get a bigger bonus. But it will work for all seasons. When I have time, I will dig this code and test the values. Is really strange don't work... But if you find a solution, good Link to comment Share on other sites More sharing options...
Tesumoto Posted October 29, 2016 Author Share Posted October 29, 2016 18 hours ago, kavaline said: When I have time, I will dig this code and test the values. Is really strange don't work... But if you find a solution, good Can I do that every character on the server could take only one person? Link to comment Share on other sites More sharing options...
kavaline Posted October 29, 2016 Share Posted October 29, 2016 1 hour ago, Tezumoto said: Can I do that every character on the server could take only one person? I don't know if it is possible. But have a code for despawn a player, look the mods Change Character or Magical Chest. And have a mod called Disable characters too. If you despawn a player that don't have the name of the allowed character, you can "do it". Join in server and put a custom item that have a despawn near players. If have better way, I have no idea xD Link to comment Share on other sites More sharing options...
Tesumoto Posted October 29, 2016 Author Share Posted October 29, 2016 50 minutes ago, kavaline said: I don't know if it is possible. But have a code for despawn a player, look the mods Change Character or Magical Chest. And have a mod called Disable characters too. If you despawn a player that don't have the name of the allowed character, you can "do it". Join in server and put a custom item that have a despawn near players. If have better way, I have no idea xD What are doing these options? inst.OnSave = onsave inst.OnLoad = onload inst.OnNewSpawn = onload inst.OnPreLoad = onpreload Link to comment Share on other sites More sharing options...
Arlesienne Posted October 29, 2016 Share Posted October 29, 2016 1 hour ago, kavaline said: I don't know if it is possible. But have a code for despawn a player, look the mods Change Character or Magical Chest. And have a mod called Disable characters too. If you despawn a player that don't have the name of the allowed character, you can "do it". Join in server and put a custom item that have a despawn near players. If have better way, I have no idea xD The mod @kavaline cleverly mentioned is Star's Disable Characters. Link to comment Share on other sites More sharing options...
kavaline Posted October 29, 2016 Share Posted October 29, 2016 1 hour ago, Tezumoto said: What are doing these options? inst.OnSave = onsave inst.OnLoad = onload inst.OnNewSpawn = onload inst.OnPreLoad = onpreload Is functions that occour in events with the same name. I don't know explain technically about it, search in forum or google it for learn better =] But, put the despawn code inside of the "onload" function of each char sounds nice... 1 minute ago, Arlesienne said: The mod @kavaline cleverly mentioned is Star's Disable Characters. Right, is this mod Link to comment Share on other sites More sharing options...
Tesumoto Posted October 29, 2016 Author Share Posted October 29, 2016 9 minutes ago, Arlesienne said: The mod @kavaline cleverly mentioned is Star's Disable Characters. Thx) Link to comment Share on other sites More sharing options...
Tesumoto Posted October 29, 2016 Author Share Posted October 29, 2016 (edited) 2 hours ago, kavaline said: Is functions that occour in events with the same name. I don't know explain technically about it, search in forum or google it for learn better =] But, put the despawn code inside of the "onload" function of each char sounds nice... I tried to add backpack in the starting items, but I did not succeed. local start_inv = {"backpack", "bedroll_furry"} Can backpack need another code? Edited October 29, 2016 by Tezumoto Link to comment Share on other sites More sharing options...
Lumina Posted October 29, 2016 Share Posted October 29, 2016 I'm not sure but i guess it needs another code, because i think since backpack can't be in "inventory" (only in the armor slot), you can't give it to a character this way. A complicated way could be to give a backpack blueprint and the grass/twigs, but i'm sure someone have a better way to manage this. Link to comment Share on other sites More sharing options...
. . . Posted October 30, 2016 Share Posted October 30, 2016 40 minutes ago, Tezumoto said: I tried to add backpack in the starting items, but I did not succeed. local start_inv = {"backpack", "bedroll_furry"} Can backpack need another code? This mod character starts with a backpack, download it, check it & get the code ! http://steamcommunity.com/sharedfiles/filedetails/?id=402336848 Link to comment Share on other sites More sharing options...
Tesumoto Posted October 30, 2016 Author Share Posted October 30, 2016 (edited) 29 minutes ago, SuperDavid said: This mod character starts with a backpack, download it, check it & get the code ! http://steamcommunity.com/sharedfiles/filedetails/?id=402336848 It throws an error, an old script or something like that. local fn = function(inst) --start inventory inst._OnNewSpawn = inst.OnNewSpawn inst.OnNewSpawn = function() local start_inv ={"backpack"} for i, v in ipairs(start_inv) do inst.components.inventory:GiveItem(SpawnPrefab(v)) inst.components.inventory:Equip(SpawnPrefab(v)) end if inst._OnNewSpawn ~= nil then inst:_OnNewSpawn() inst._OnNewSpawn = nil end end Edited October 30, 2016 by Tezumoto Link to comment Share on other sites More sharing options...
. . . Posted October 30, 2016 Share Posted October 30, 2016 17 minutes ago, Tezumoto said: It throws an error, an old script or something like that. It seems spawning with backpacks seems like a huge hassle for some reason in DST, I know in SW Warly just starts with his spicepack in local_inv... Um, If I was in you I would just make him start with the ingredients for crafting a backpack & make him know how to craft backpacks without science machine. You would do this modmain.lua AddPrefabPostInit("YOUR CHARACTER NAME HERE", function(inst) if (inst.components and inst.components.builder) then inst.components.builder:UnlockRecipe("backpack") end end) YOUR CHARACTER NAME HERE.lua local start_inv = { "cutgrass", "cutgrass", "cutgrass", "cutgrass", "twigs", "twigs", "twigs", "twigs", } This would be the simplest way of getting what you want . Link to comment Share on other sites More sharing options...
Tesumoto Posted October 30, 2016 Author Share Posted October 30, 2016 2 hours ago, SuperDavid said: It seems spawning with backpacks seems like a huge hassle for some reason in DST, I know in SW Warly just starts with his spicepack in local_inv... Um, If I was in you I would just make him start with the ingredients for crafting a backpack & make him know how to craft backpacks without science machine. You would do this modmain.lua AddPrefabPostInit("YOUR CHARACTER NAME HERE", function(inst) if (inst.components and inst.components.builder) then inst.components.builder:UnlockRecipe("backpack") end end) YOUR CHARACTER NAME HERE.lua local start_inv = { "cutgrass", "cutgrass", "cutgrass", "cutgrass", "twigs", "twigs", "twigs", "twigs", } This would be the simplest way of getting what you want . Perhaps this is the only option Link to comment Share on other sites More sharing options...
Tesumoto Posted October 31, 2016 Author Share Posted October 31, 2016 How to make that character beside to the monsters quickly he lost his mind? Link to comment Share on other sites More sharing options...
. . . Posted October 31, 2016 Share Posted October 31, 2016 2 hours ago, Tezumoto said: How to make that character beside to the monsters quickly he lost his mind? In master_postinit put this, it makes character beside the monsters quickly he lost his mind. inst.components.sanity.neg_aura_mult = 1 -- Default number is 1 to add 50% more you would do.. "1.5" instead of 1, stuff like that Link to comment Share on other sites More sharing options...
Tesumoto Posted October 31, 2016 Author Share Posted October 31, 2016 (edited) 1 hour ago, SuperDavid said: In master_postinit put this, it makes character beside the monsters quickly he lost his mind. inst.components.sanity.neg_aura_mult = 1 -- Default number is 1 to add 50% more you would do.. "1.5" instead of 1, stuff like that I did so inst.components.sanity.neg_aura_mult = 8 But this only works if you stand side by side with a monster. Сan slightly increase the range of this effect? I want to this effect has been at least one step from the monster. Edited October 31, 2016 by Tezumoto Link to comment Share on other sites More sharing options...
. . . Posted October 31, 2016 Share Posted October 31, 2016 Just now, Tezumoto said: I did so inst.components.sanity.neg_aura_mult = 8 But this only works if you stand side by side with a monster. Сan slightly increase the range of this effect? I don't think insanity range can be changed, well at least I don't know how, sorry . 2 minutes ago, Tezumoto said: I did so inst.components.sanity.neg_aura_mult = 8 I think this means your character would lose sanity 700% faster from monsters? Are you sure you want it that much xD ? Link to comment Share on other sites More sharing options...
Tesumoto Posted October 31, 2016 Author Share Posted October 31, 2016 7 minutes ago, SuperDavid said: I don't think insanity range can be changed, well at least I don't know how, sorry . I think this means your character would lose sanity 700% faster from monsters? Are you sure you want it that much xD ? I even have a value of 20, the effect of the weak Link to comment Share on other sites More sharing options...
Tesumoto Posted October 31, 2016 Author Share Posted October 31, 2016 (edited) 12 minutes ago, SuperDavid said: I don't think insanity range can be changed, well at least I don't know how, sorry . I think this means your character would lose sanity 700% faster from monsters? Are you sure you want it that much xD ? But this only works if you stand side by side with a monster =( Now need to find a way to change the radius of the effect. At least one step from the monster. Edited October 31, 2016 by Tezumoto Link to comment Share on other sites More sharing options...
. . . Posted October 31, 2016 Share Posted October 31, 2016 (edited) 4 minutes ago, Tezumoto said: But this only works if you stand side by side with a monster =( The range of insanity aura of monsters depends on how big the monster's insanity aura is which means you can't really change it, I don't even know if it's possible to increase the positive or negative sanity aura range... If you really want do you want me to make something for your character that every second he's close to 1 monster at whatever range you want he loses as much sanity as you want? If you do tell me & i'll make for you. Edited October 31, 2016 by SuperDavid Link to comment Share on other sites More sharing options...
CarlZalph Posted October 31, 2016 Share Posted October 31, 2016 Sanity drain auras is calculated using TUNING.SANITY_EFFECT_RANGE for each entity within that range. The value is 10 units, or 2.5 turf squares away. Each negative aura has an exponential falloff based on the distance the entity is to the player. You can remove this falloff by hooking the sanityaura component's GetAura function and returning its normal value multiplied by math.max(1, self.inst:GetDistanceSqToInst(observer)). To make the falloff linear merely multiply it by the square root of that so that way it diminishes linearly by distance. Of course to have it affect your character compare with observer.prefab to ensure it's affecting your character and return normal values so it won't affect other characters. Link to comment Share on other sites More sharing options...
Tesumoto Posted October 31, 2016 Author Share Posted October 31, 2016 (edited) 16 minutes ago, SuperDavid said: The range of insanity aura of monsters depends on how big the monster's insanity aura is which means you can't really change it, I don't even know if it's possible to increase the positive or negative sanity aura range... If you really want do you want me to make something for your character that every second he's close to 1 monster at whatever range you want he loses as much sanity as you want? If you do tell me & i'll make for you. 5 minutes ago, CarlZalph said: Sanity drain auras is calculated using TUNING.SANITY_EFFECT_RANGE for each entity within that range. The value is 10 units, or 2.5 turf squares away. Each negative aura has an exponential falloff based on the distance the entity is to the player. You can remove this falloff by hooking the sanityaura component's GetAura function and returning its normal value multiplied by math.max(1, self.inst:GetDistanceSqToInst(observer)). To make the falloff linear merely multiply it by the square root of that so that way it diminishes linearly by distance. Of course to have it affect your character compare with observer.prefab to ensure it's affecting your character and return normal values so it won't affect other characters. I just wanted to at one or two steps from monster mind went down by 2/sec Thanks for the advices, but I'm a little hard to understand you. My English is very bad =( Edited October 31, 2016 by Tezumoto Link to comment Share on other sites More sharing options...
CarlZalph Posted October 31, 2016 Share Posted October 31, 2016 (edited) 58 minutes ago, Tezumoto said: I just wanted to at one or two steps from monster mind went down by 2/sec Thanks for the advices, but I'm a little hard to understand you. My English is very bad =( Could you perhaps draw the curve you want the sanity aura values to be created? The exponential is the default one, the other two are easily created. Notice that at distances <=1 the sanity aura is in full effect for all three cases. Are you wanting to shift the <=1 portion to be something like <=4? Such that it is in full effect until the player is 4 units away (1 turf)? ^ Doing it at <=3 for the proposed purple line. Edited October 31, 2016 by CarlZalph Link to comment Share on other sites More sharing options...
Tesumoto Posted October 31, 2016 Author Share Posted October 31, 2016 16 minutes ago, CarlZalph said: Could you perhaps draw the curve you want the sanity aura values to be created? The exponential is the default one, the other two are easily created. Notice that at distances <=1 the sanity aura is in full effect for all three cases. Are you wanting to shift the <=1 portion to be something like <=4? Such that it is in full effect until the player is 4 units away (1 turf)? I wanted to a few steps away from the monster, this effect was already working at full capacity. I'm standing at a distance of two steps from the monster, but the effect is the same as if I was standing next to him. I hope you understand what I'm saying. Link to comment Share on other sites More sharing options...
CarlZalph Posted October 31, 2016 Share Posted October 31, 2016 28 minutes ago, Tezumoto said: I wanted to a few steps away from the monster, this effect was already working at full capacity. I'm standing at a distance of two steps from the monster, but the effect is the same as if I was standing next to him. I hope you understand what I'm saying. I assume you're wanting the purple proposed line, then. AddComponentPostInit( "sanityaura", function(self, inst) local GetAura_old = self.GetAura or function(...) return 0 end self.GetAura = function(self, observer) local retVal = GetAura_old(self, observer) if retVal<0 and observer and observer.prefab=="wilson" then local distsq = self.inst:GetDistanceSqToInst(observer) local dist = math.sqrt(distsq) local moddist = math.max(1, dist-2) retVal = retVal * math.max(1, distsq) / math.max(1, moddist*moddist) end return retVal end end ) Change "wilson" to your character's prefab, and the "dist-2" to increase or decrease the cutoff threshold. (More negative = bigger inner radius and the 'purple' curve appears to start more right on the graph) Link to comment Share on other sites More sharing options...
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