Lokoluna Posted December 1, 2016 Share Posted December 1, 2016 I've looked in the workshop on steam and here for boss indicators, I've been trying for some time, the indicators players have is a nice feature but i would ALSO like it for bosses or some certain enemies (krampus) to point me in the general direction they spawn, so i can at least grab their attention before they wreck to much havoc. Any pointers on where to start? Link to comment Share on other sites More sharing options...
Otaara Posted December 2, 2016 Share Posted December 2, 2016 Also treeguards -- I'm always wanting to drag a couple beefalo to one I've woken up so it can, uh, process them for me. Link to comment Share on other sites More sharing options...
chalenged Posted December 2, 2016 Share Posted December 2, 2016 I believe that the widgets\targetindicator.lua and components\playertargetindicator.lua from the DST scripts folder are the ones that dictate the behavior of the indicator. It would seem all you would need to do is copy and slightly modify the playertargetindicator.lua to work for bosses instead of players. For reference, by default the scripts folder is in "C:\Program Files (x86)\Steam\steamapps\common\Don't Starve Together\data\scripts" by default from steam on windows. Link to comment Share on other sites More sharing options...
Otaara Posted December 2, 2016 Share Posted December 2, 2016 I just realized that Afro1967's Where's My Beefalo? (http://steamcommunity.com/sharedfiles/filedetails/?id=347360448) has boss map icons for the seasonal giants, and some other useful stuff. It doesn't have Krampus or anything for treeguards, though. I think Afro1967 has stopped modding, but it could be picked up and updated by a motivated individual. Link to comment Share on other sites More sharing options...
Serpens Posted December 2, 2016 Share Posted December 2, 2016 (edited) I thought "wheres my beefalo" is only a map icon mod? There were better map icon mods like , sth with "complete map" , but for some reason the author added "outdated" to it.. and no "updated" one exists anymore. Anyway, map icon mods are not helpful to find bosses, since they only show you the last known position. If you never saw the treeguard, it won't appear on map. And if you saw him, but he is in fog again, he can change his position while the icon will stay at same position. Edited December 2, 2016 by Serpens Link to comment Share on other sites More sharing options...
Lokoluna Posted December 2, 2016 Author Share Posted December 2, 2016 12 hours ago, chalenged said: I believe that the widgets\targetindicator.lua and components\playertargetindicator.lua from the DST scripts folder are the ones that dictate the behavior of the indicator. It would seem all you would need to do is copy and slightly modify the playertargetindicator.lua to work for bosses instead of players. For reference, by default the scripts folder is in "C:\Program Files (x86)\Steam\steamapps\common\Don't Starve Together\data\scripts" by default from steam on windows. Great idea i'll give it a shot, maybe get in touch with some modders, maybe they can give me some assistance. Link to comment Share on other sites More sharing options...
Lokoluna Posted December 3, 2016 Author Share Posted December 3, 2016 With the help of rezecib the creator of Global Positions, I bring you Boss Indicators! http://steamcommunity.com/sharedfiles/filedetails/?id=811078057 Link to comment Share on other sites More sharing options...
Serpens Posted December 3, 2016 Share Posted December 3, 2016 (edited) Here code, to toggle indicators for every client seperately on/off when hitting a key: modmain: local SERVER_SIDE = nil local DEDICATED_SIDE = nil local CLIENT_SIDE = nil local ONLY_CLIENT_SIDE = nil -- code from star: -- Also notice that if SERVER_SIDE is nil and CLIENT_SIDE is nil too, that means the mod is force enabled and its working on main screen. I guess. if GLOBAL.TheNet:GetIsServer() then SERVER_SIDE = true if GLOBAL.TheNet:IsDedicated() then --Нельзя использовать GetServerIsDedicated, т.к. это лишь сообщает о сервере, а не о текущей машине. --Хотя... Не суть. Все равно же проходим через GetIsServer. DEDICATED_SIDE = true else CLIENT_SIDE = true --А это оригинальное решение вечной проблемы "ismastersim". --Следует использовать только для инициализации сетевых переменных, не совмещая с "return" выходом из префаба!! end elseif GLOBAL.TheNet:GetIsClient() then SERVER_SIDE = false CLIENT_SIDE = true ONLY_CLIENT_SIDE = true end local function ToggleShowIndicators(player) if player:HasTag("ShowIndicators") then player:RemoveTag("ShowIndicators") -- print("ShowIndicators Tag removed") else player:AddTag("ShowIndicators") -- print("ShowIndicators Tag added") end end AddModRPCHandler("BossIndicators", "BossIndicators_ShowIndicatorshandler", function(player) if player then ToggleShowIndicators(player) end end) --- Press "F2" to show indicators (F1 might be already used) GLOBAL.TheInput:AddKeyDownHandler(GetModConfigData("keybind"), function() local player = GLOBAL.ThePlayer if not player or player.HUD:IsConsoleScreenOpen() or player.HUD:IsChatInputScreenOpen() then return end if SERVER_SIDE then -- Server-side ToggleShowIndicators(player) else -- Client-side local RPC = GetModRPC("BossIndicators", "BossIndicators_ShowIndicatorshandler") SendModRPCToServer(RPC) end end) modinfo: local keyslist = {} local alpha = {"A","B","C","D","E","F","G","H","I","J","K","L","M","N","O","P","Q","R","S","T","U","V","W","X","Y","Z"} local KEY_A = 97 for i = 1,#alpha do keyslist[i] = {description = alpha[i],data = i + KEY_A - 1} end local Fkey = {"F1","F2","F3","F4","F5","F6","F7","F8","F9","F10","F11","F12"} local KEY_F1 = 282 for i = 1, #Fkey do keyslist[#alpha + i] = {description = Fkey[i],data = i + KEY_F1 - 1} end keyslist[#alpha + #Fkey + 1] = {description = "[",data = 91} keyslist[#alpha + #Fkey + 2] = {description = "]",data = 93} configuration_options = { { label = "Press to show Boss Indicators", hover = "Shows/Hides Boss Indicators after pressing the key.", name = "keybind", options = keyslist, default = 283, --F2 default }, } After adding this code, all you have to do add is a check for the ShowIndicators Tag for the player you are showing the indicator. Edited December 3, 2016 by Serpens Link to comment Share on other sites More sharing options...
Serpens Posted December 3, 2016 Share Posted December 3, 2016 (edited) tried to start with oyur mod, but I before game starts I got crash with error message: [00:01:09]: [string "scripts/util.lua"]:449: Could not find an asset matching images/krampus.tex in any of the search paths. and yes, this file is missing in your images folder also xml file is not there. Edited December 3, 2016 by Serpens Link to comment Share on other sites More sharing options...
Serpens Posted December 3, 2016 Share Posted December 3, 2016 (edited) I just wrote hundred comments at Global Position Mod I had the idea to extend your mod: rezecib adds support to activate/deactivate indicators and map icons, while game is running, within his Global Position mod. And someone writes an UI. And you add everything to your mod (you can easily get all the needed icons from already existing "Complete your map" mod.) Then the player can hit a key ingame to open the UI. There he can toggle Indicators and Map Icons seperately for everything! (at best the UI would sort the list by name in game language of the player..) Edited December 3, 2016 by Serpens Link to comment Share on other sites More sharing options...
Serpens Posted December 3, 2016 Share Posted December 3, 2016 Okay... I already did most of the work (incooparated Comple Map Mod icons and made configuration stuff) Only some changes or explanations by rezecib are missing and of course the UI to change the settings ingame. Link to comment Share on other sites More sharing options...
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