Dcrew Posted July 21, 2019 Share Posted July 21, 2019 Hello I am writing my first DST mod, I don't want to give away my ideas so I will try to keep as much information to myself as I can. I am making grass spawn faster on a specific tile, the code I have is: for k, v in pairs(Ents) do local owner = v.components.inventoryitem and v.components.inventoryitem.owner if owner == nil and v.prefab == "grass" then if v.dcrew == nil then if v.AnimState:IsCurrentAnimation("picked") then v.dcrew = true local tile = TheWorld.Map:GetTileAtPoint(v:GetPosition():Get()) if tile == GROUND.SAVANNA then v.components.pickable:SetUp("cutgrass", TUNING.dcrew.GRASS_ON_SAVANNA) end end elseif not v.AnimState:IsCurrentAnimation("picked") then v.dcrew = nil end end end the result is: it works, and I can re-pick the grass (after it grows) but its animation stays picked: It only does it the first time I pick it, so if I pick it and then wait until it grows the animation refreshes/works fine. Am I doing wrong or is this a DS bug? Link to comment Share on other sites More sharing options...
Ultroman Posted July 22, 2019 Share Posted July 22, 2019 Probably because you don't reset the running task that takes care of the regen. I'd bet if you waited for the original growth time, the animation would correct itself. You may be able to take advantage of the LongUpdate(dt) function of the pickable component. After calling the SetUp() function, try this: v.components.pickable:LongUpdate(0) We tell it to do a LongUpdate, which is usually used when we want the game to skip a bunch of time, but we just tell it to skip 0 seconds. The LongUpdate() function always stops the current task and restarts it with the times set in the component, so it should do what you want. Link to comment Share on other sites More sharing options...
Dcrew Posted July 22, 2019 Author Share Posted July 22, 2019 4 hours ago, Ultroman said: Probably because you don't reset the running task that takes care of the regen. I'd bet if you waited for the original growth time, the animation would correct itself. You may be able to take advantage of the LongUpdate(dt) function of the pickable component. After calling the SetUp() function, try this: v.components.pickable:LongUpdate(0) We tell it to do a LongUpdate, which is usually used when we want the game to skip a bunch of time, but we just tell it to skip 0 seconds. The LongUpdate() function always stops the current task and restarts it with the times set in the component, so it should do what you want. Yeah that's what I found worked not long after I posted this yesterday, I asked for it to be removed before it got approved but I guess that didn't happen, so I'll be useful and post what I had changed that fixed it. Thank you very much anyway @Ultroman your solution was correct either way! The whole code from the first post but with my changes: for k, v in pairs(Ents) do local owner = v.components.inventoryitem and v.components.inventoryitem.owner if owner == nil and v.dcrew == nil then if v.prefab == "grass" then if v.AnimState:IsCurrentAnimation("picked") then local tile = TheWorld.Map:GetTileAtPoint(v:GetPosition():Get()) if tile == GROUND.SAVANNA then --print("[dcrew] "..v.prefab.." picked on savanna") v.components.pickable.targettime = v.components.pickable.targettime - v.components.pickable.regentime + TUNING.dcrew.GRASS_ON_SAVANNA v.components.pickable.regentime = TUNING.dcrew.GRASS_ON_SAVANNA v.components.pickable.baseregentime = TUNING.dcrew.GRASS_ON_SAVANNA v.components.pickable:LongUpdate(0) end v.dcrew = true end end end end Link to comment Share on other sites More sharing options...
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