SourNVitriol Posted January 12, 2020 Share Posted January 12, 2020 (edited) Hi to all who might read this thread, need some help here. Would be very grateful for it. Here's the problem, trying to get the screen to shake in an onattack function when a "crit" procs. The function is in a weapon, not specific to the char. Code is: local CRITCHANCE = 1 -- should be math.random but 100 for now - - local function onattack(inst, owner, target) local health = target.components.health owner.components.sanity:DoDelta(2) if math.random() < CRITCHANCE then health:DoDelta(-999) -- absurd value to know legit kill owner.components.talker:Say("Crit!") -- proc success notif owner.components.playercontroller:ShakeAllCameras(CAMERASHAKE.VERTICAL,.5, .01, .05, owner, .01) end end I think I'm doing ShakeAllCameras wrong? I just applied what I saw in another thread, forgive me if my application is entirely wrong. Also, was thinking of using groundpoundringfx component to add more of an "oomph" during the crit, any clues on how to do that? Edited January 12, 2020 by SourNVitriol 1 Link to comment Share on other sites More sharing options...
SourNVitriol Posted January 13, 2020 Author Share Posted January 13, 2020 (edited) Oh my goodness I overdid it. I thought I had to specify the owner. It works now. Thanks Warbucks, you didn't do nothing wrong. Edited: Figured out secondary offtopic question in op about groundpoundfx. Edited January 13, 2020 by SourNVitriol 1 Link to comment Share on other sites More sharing options...
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