MF99K Posted December 15, 2018 Share Posted December 15, 2018 I've had a mod I've been working on on and off for a while now, and there's one section of code I know will need to be a post init to avoid compatibility issues in the future. This is the segment of code that will need to be a post-init, I just don't remember how it is set up (modmain.lua I think, but I don't really know how): size adjuster .txt Link to comment Share on other sites More sharing options...
Ultroman Posted December 16, 2018 Share Posted December 16, 2018 As the file itself says, it's written to be added to the fn() function of a custom prefab. You can add this second part of the file to existing prefabs, by doing this: local function applyscale(inst, scale) inst.DynamicShadow:SetSize(2.5 * scale, 1.5 * scale) end AddPrefabPostInit("prefabname", function (inst) inst:AddComponent("scaler") inst.components.scaler.OnApplyScale = applyscale local min_scale = 0.3 local max_scale = 1.00 local scaleRange = max_scale - min_scale local start_scale = min_scale + math.random() * scaleRange inst.components.scaler:SetScale(start_scale) local dt = 60 + math.random()*10 inst.growtask = inst:DoPeriodicTask(dt, grow, nil, dt) end) The problem with this, is that the first part of the code says it needs to be added BEFORE any brain is added to the prefab (so I'm guessing we're talking about monsters and creatures here). I'm not entirely sure why that is, though, so I have no idea where to put this: local function grow(inst, dt) if inst.components.scaler.scale < 0.5 then local new_scale = math.min(inst.components.scaler.scale + TUNING.ROCKY_GROW_RATE*dt, 0.75) inst.components.scaler:SetScale(new_scale) else if inst.growtask then inst.growtask:Cancel() inst.growtask = nil end end end It's hard to know, without knowing what kind of mod you're making, and without seeing your own code. Link to comment Share on other sites More sharing options...
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