Earthyburt Posted September 21, 2020 Share Posted September 21, 2020 Trying to find this out so I can test an experiment for "transparencyonsanity" Link to comment https://forums.kleientertainment.com/forums/topic/121899-how-to-make-visual-change-for-entity-that-is-only-effective-on-a-certain-character/ Share on other sites More sharing options...
penguin0616 Posted September 22, 2020 Share Posted September 22, 2020 @Earthyburt You can overwrite transparentonsanity's OnUpdate check to also check for the player's prefab. 1 Link to comment https://forums.kleientertainment.com/forums/topic/121899-how-to-make-visual-change-for-entity-that-is-only-effective-on-a-certain-character/#findComment-1373261 Share on other sites More sharing options...
Serpens Posted September 22, 2020 Share Posted September 22, 2020 (edited) What exactly do you want? You can make things transparent and also colourize it with: inst.AnimState:SetMultColour(R/255, G/255, B/255, alpha) just insert RGB values for R/G/B and alpha between 0 and 1. If you execute this only for one client, only this client will see that change (eg. check if the player.prefab is xy or if players sanity is at specific level and so on.) Edited September 22, 2020 by Serpens Link to comment https://forums.kleientertainment.com/forums/topic/121899-how-to-make-visual-change-for-entity-that-is-only-effective-on-a-certain-character/#findComment-1373295 Share on other sites More sharing options...
Earthyburt Posted September 22, 2020 Author Share Posted September 22, 2020 5 hours ago, Serpens said: What exactly do you want? You can make things transparent and also colourize it with: inst.AnimState:SetMultColour(R/255, G/255, B/255, alpha) just insert RGB values for R/G/B and alpha between 0 and 1. If you execute this only for one client, only this client will see that change (eg. check if the player.prefab is xy or if players sanity is at specific level and so on.) Trying to find a way to make shadow creatures always visible. I will test this code when I return from school. Link to comment https://forums.kleientertainment.com/forums/topic/121899-how-to-make-visual-change-for-entity-that-is-only-effective-on-a-certain-character/#findComment-1373344 Share on other sites More sharing options...
Serpens Posted September 22, 2020 Share Posted September 22, 2020 (edited) ah, ok for shadowcreatures you should use "transparentonsanity" as penguin0616 already suggested. And no need to create a new thread, you also could use your old thread "What is the code that dictates how visible nightmare creatures are?" I'm currently trying around with that component, but it is not that easy. Already tried several ways, will report back if I found a good one.But: even if we succeed to change this component to make shadows visible, that does not mean your chararcter will always see them. Because if no one is insane, there are no shadows (they are not invisible, they are not even there). And even if there are there, your character will see them, but will be unable to attack them. So the question is, if this is still what you want or not.You have to be more precise, why you want the shadows to be seen. Do you also want to be able to attack them? Do you want to see some, although no one is insane (which would mean we need to spawn them) and so on. edit: my working code to make them visible is this (in modmain.lua): local TheNet = GLOBAL.TheNet local SERVER_SIDE, DEDICATED_SIDE, CLIENT_SIDE, ONLY_CLIENT_SIDE if TheNet:GetIsServer() then SERVER_SIDE = true if TheNet:IsDedicated() then DEDICATED_SIDE = true else CLIENT_SIDE = true end elseif TheNet:GetIsClient() then SERVER_SIDE = false CLIENT_SIDE = true ONLY_CLIENT_SIDE = true end if CLIENT_SIDE then -- only continue for clients (because the TransparentOnSanity component does not exist at server according to Note in file, and we only want to change it for a specific client, not for everyone) AddComponentPostInit("transparentonsanity",function(self) -- change this component, to always show everything that uses "transparentonsanity". local player = GLOBAL.ThePlayer if player~=nil and player.prefab=="wilson" then -- if we are this character, self.inst:DoTaskInTime(0.1,function() self.calc_percent_fn = function() return 1 end end) -- do it with delay, because some inst are defining calc_percent_fn shortly after init end end) end Replace "wilson" with your character prefab. this is setting a calc_percent_fn to that component that returns 1 and thanks to the devs this overwrites the sanity check, so everything that uses this component will be always visible. To test it you can open the console and write " c_spawn("crawlinghorror") " , you should be able to see it although you are not insane. But as said, you won't be able to attack him or they won't spawn shaodws in its own, unless you are insane. If you instead want insanity effects without being insane, you should take a look at that amulet that does this. Edited September 22, 2020 by Serpens Link to comment https://forums.kleientertainment.com/forums/topic/121899-how-to-make-visual-change-for-entity-that-is-only-effective-on-a-certain-character/#findComment-1373364 Share on other sites More sharing options...
Earthyburt Posted September 22, 2020 Author Share Posted September 22, 2020 I do want my character to be able to attack them at all times, and I suppose have them spawn around him too. So I will have a look at that amulet when I finish school Link to comment https://forums.kleientertainment.com/forums/topic/121899-how-to-make-visual-change-for-entity-that-is-only-effective-on-a-certain-character/#findComment-1373378 Share on other sites More sharing options...
Serpens Posted September 22, 2020 Share Posted September 22, 2020 (edited) 16 minutes ago, Earthyburt said: I do want my character to be able to attack them at all times, and I suppose have them spawn around him too. So I will have a look at that amulet when I finish school The easiest would be of course to apply the amulet effect unchanged to your character with inst.components.sanity:SetInducedInsanity(inst, true) Then think carefully what of the effects from this you don't want. And only for the ones that are really breaking your character, we could try to disable it (for example the screen effects, no one want to play with this active all the time) Edited September 22, 2020 by Serpens Link to comment https://forums.kleientertainment.com/forums/topic/121899-how-to-make-visual-change-for-entity-that-is-only-effective-on-a-certain-character/#findComment-1373384 Share on other sites More sharing options...
Earthyburt Posted September 22, 2020 Author Share Posted September 22, 2020 (edited) The effects I dont want would be the screen effect, nightmare hand (**** that thing), the color blindness, insane idle animation, and having shadow creatures attack, until when my character is insane enough to suffer from those. I would probably have to use if then statements to do this, or if Lua supports them, switch statements, which honestly, I doubt Lua supports switch statements. Edited September 22, 2020 by Earthyburt Link to comment https://forums.kleientertainment.com/forums/topic/121899-how-to-make-visual-change-for-entity-that-is-only-effective-on-a-certain-character/#findComment-1373406 Share on other sites More sharing options...
Serpens Posted September 22, 2020 Share Posted September 22, 2020 (edited) ok.... I think it might be doable to disable all these, if it is your character, but it is a hell of work (eg. overwrite playerhud GoInsane function to remove the screen effects if it is your character and so on) It might be easier to copy the code of the nightmare creatures you want to spawn around your character and make them a new prefab, that is alawys visible to your character and does not attack (so not overwrite the old, but make a new mob, with the same look). Then your code can spawn them around your character from time to time. But also this is not easy. Both is that much work, that I can't write you the code for that. So maybe you should make a simpler character. If you just want a source for nightmarefuel, maybe you have another idea for this. Edited September 22, 2020 by Serpens 1 Link to comment https://forums.kleientertainment.com/forums/topic/121899-how-to-make-visual-change-for-entity-that-is-only-effective-on-a-certain-character/#findComment-1373413 Share on other sites More sharing options...
Earthyburt Posted September 22, 2020 Author Share Posted September 22, 2020 (edited) Yeah, thats what I was afriad of. But I can live with it. Besides, the nightmare fuel was the main reason why I wanted this feature, so I am willing to find another way stat for my character. Maybe in the future, I can remake this character when I have a lot more experience. I am willing to use something similar to Wormwood does, since it is relevant to the character. Alright, my new stat for this is that he is able to create some monster fuel with 1 flint and 20 health. I am also gonna scrap the day blindness mechanic aswell, and stick with the idea of my character being alot weaker during the day. Edited September 22, 2020 by Earthyburt Link to comment https://forums.kleientertainment.com/forums/topic/121899-how-to-make-visual-change-for-entity-that-is-only-effective-on-a-certain-character/#findComment-1373415 Share on other sites More sharing options...
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