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I need help... again


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So I recently made a character mod and I wanted him to have a glow.I have this pasted under stats. And it works fine til death.

image.png.f75757c0e3cfba3123cff8c1990477bf.png

After respawning, it loses its shine and... im not sure but he may lost his heat too?

What am i missing?? :< 

Edited by Randriko
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If you look in the player_common_extensions prefab, you'll see that this happens whenever the player is resurrected:

inst.Light:SetIntensity(.8)
inst.Light:SetRadius(.5)
inst.Light:SetFalloff(.65)
inst.Light:SetColour(255 / 255, 255 / 255, 236 / 255)
inst.Light:Enable(false)

Happily, right after this, it pushes this event:

inst:PushEvent("ms_respawnedfromghost")

So you can listen for that, and call a function which sets all your custom light settings.

Your character should not lose his heater component, though.

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On 10/4/2019 at 2:08 AM, Ultroman said:

If you look in the player_common_extensions prefab, you'll see that this happens whenever the player is resurrected:


inst.Light:SetIntensity(.8)
inst.Light:SetRadius(.5)
inst.Light:SetFalloff(.65)
inst.Light:SetColour(255 / 255, 255 / 255, 236 / 255)
inst.Light:Enable(false)

Happily, right after this, it pushes this event:


inst:PushEvent("ms_respawnedfromghost")

So you can listen for that, and call a function which sets all your custom light settings.

Your character should not lose his heater component, though.

So.. it would be something like.. 

inst:PushEvent("ms_respawnedfromghost")

paste that before

isnt.Light:Enable(true)

and add an 'end' at the bottom?

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No. None of that makes any sense :) You don't just put "end" in somewhere. And you should not push the event. The game already does that. You're supposed to listen for the event.

Remove your current light code from your fn() or master_postinit(). All your lines with inst.Light.

Put this somewhere above fn() or master_postinit():

local function myLightFunction(inst)
	inst.Light:SetIntensity(.7)
	inst.Light:SetRadius(4)
	inst.Light:SetFalloff(.75)
	inst.Light:SetColour(255 / 255, 207 / 255, 98 / 255)
	inst.Light:Enable(true)
end

and then put this at the bottom of fn() or master_postinit() in your character LUA.

-- Call function to make it happen on player spawn.
myLightFunction(inst)

-- Listen for whenever the player is respawned, and make it call the function when it happens.
-- The inst parameter is automatically included by the event.
inst:ListenForEvent("ms_respawnedfromghost", myLightFunction)
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1 hour ago, Ultroman said:

No. None of that makes any sense :) You don't just put "end" in somewhere. And you should not push the event. The game already does that. You're supposed to listen for the event.

Remove your current light code from your fn() or master_postinit(). All your lines with inst.Light.

Put this somewhere above fn() or master_postinit():


local function myLightFunction(inst)
	inst.Light:SetIntensity(.7)
	inst.Light:SetRadius(4)
	inst.Light:SetFalloff(.75)
	inst.Light:SetColour(255 / 255, 207 / 255, 98 / 255)
	inst.Light:Enable(true)
end

and then put this at the bottom of fn() or master_postinit() in your character LUA.


-- Call function to make it happen on player spawn.
myLightFunction(inst)

-- Listen for whenever the player is respawned, and make it call the function when it happens.
-- The inst parameter is automatically included by the event.
inst:ListenForEvent("ms_respawnedfromghost", myLightFunction)

It works!! Thanks! <3

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