ShiNoAkumaDesu Posted March 8, 2021 Share Posted March 8, 2021 Ohayo! I started making my first character and i want to make him able to transform to a giant by pressing certain key. Can somebody give some advices about how to make it pls? P.S. Sorry for my english, i don't know it very well :3 Link to comment Share on other sites More sharing options...
Goregonzola Posted March 9, 2021 Share Posted March 9, 2021 (edited) Hey there! I can't give an exact solution to you (I'm far from expert in modding as well), but I can give you some tips to help to start your thingy. The main lines you'll need for this are: - inst.AnimState:SetBuild("ABC") --(replace ABC with the name of the texture folder to change your character when a defined event occur) - inst.AnimState:SetScale(1.2, 1.2) --(you can use this to change the size of your character - this coding increases by 1.2x, change it as you wish) Some codings I've used before: I've used this local function (so you have to put it into your character's prefab file, somewhere below the starting inventory section) to make my character change it's texture when his Sanity reaches certain points: Spoiler local function changemymind(inst) local sanity = inst.components.sanity.current if inst:HasTag("playerghost") then return end if inst.components.health:IsDead() then return end -- stage I if sanity <= 25 then inst.AnimState:SetBuild("wolemormnumber3") end -- stage II if sanity >= 26 and sanity <= 74 then inst.AnimState:SetBuild("wolemormnumber2") end -- stage III if sanity >= 75 then inst.AnimState:SetBuild("wolemormnumber1") end end You have to add an event listener as well to trigger the function (into the local master_postinit = function(inst) section): Spoiler inst:ListenForEvent("sanitydelta", changemymind) Now, my coding does the transformation (texture change) when the survivor's Sanity reaches a certain value. You can use this coding as a skeleton for your coding, but you have to configure it a bit. The easiest thing to do is to find a mod that does this texture change thingy and combine it with the coding above (or just copy it from the mod completely). The Invader Zim mod does this for sure, but you can find plenty with this feature. To look into a mod's coding, subscribe to the mod, launch the game, quit the game, locate the DST files in your computer, find the mods folder and open the mod's folder you're looking for. If something is unclear, feel free to ask. I'll try my best to help, but I can't promise I can some up with a solution. Cheers! Edited March 10, 2021 by C_Thun 1 Link to comment Share on other sites More sharing options...
ShiNoAkumaDesu Posted March 10, 2021 Author Share Posted March 10, 2021 15 hours ago, BillTheCipher said: Hey there! I can't give an exact solution to you (I'm far from expert in modding as well), but I can give you some tips to help to start your thingy. The main lines you'll need for this are: - inst.AnimState:SetBuild("ABC") --(replace ABC with the name of the texture folder to change your character when a defined event occur) - inst.AnimState:SetScale(1.2, 1.2) --(you can use this to change the size of your character - this coding increases by 1.2x, change it as you wish) Some codings I've used before: I've used this local function (so you have to put it into your character's prefab file, somewhere below the starting inventory section) to make my character change it's texture when his Sanity reaches certain points: Reveal hidden contents local function changemymind(inst) local sanity = inst.components.sanity.current if inst:HasTag("playerghost") then return end if inst.components.health:IsDead() then return end -- stage I if sanity <= 25 then inst.AnimState:SetBuild("wolemormnumber3") end -- stage II if sanity >= 26 and sanity <= 74 then inst.AnimState:SetBuild("wolemormnumber2") end -- stage III if sanity >= 75 then inst.AnimState:SetBuild("wolemormnumber1") end end You have to add an event listener as well to trigger the function (into the local master_postinit = function(inst) section): Reveal hidden contents inst:ListenForEvent("sanitydelta", changemymind) Now, my coding does the transformation (texture change) when the survivor's Sanity reaches a certain value. You can use this coding as a skeleton for your coding, but you have to configure it a bit. The easiest to do is to find a mod that does this texture change thingy and combine it with the coding above (or just copy it from the mod completely). The Invader Zim mod does this for sure, but you can find plenty with this feature. To look into a mod's coding, subscribe to the mod, launch the game, quit the game, locate the DST files in your computer, find the mods folder and open the mod's folder you're looking for. If something is unclear, feel free to ask. I'll try my best to help, but I can't promise I can some up with a solution. Cheers! Woah! Thanks a lot! Link to comment Share on other sites More sharing options...
Well-met Posted March 10, 2021 Share Posted March 10, 2021 16 hours ago, BillTheCipher said: - inst.AnimState:SetScale(1.2, 1.2) --(you can use this to change the size of your character - this coding increases by 1.2x, change it as you wish) Isn't Transform better?. It scales a few parameters like walking speed automatically Link to comment Share on other sites More sharing options...
Goregonzola Posted March 10, 2021 Share Posted March 10, 2021 55 minutes ago, Well-met said: Isn't Transform better?. It scales a few parameters like walking speed automatically That one works as well, but I prefer this one a bit more personally. - If you want to keep the basic Wilson speed (or adjust it to a given value) with a giant or a tiny character, you should use AnimState - If you want a proportionally increasing speed with the resize, you should use Transform Both of them is useful, but in different scenarios. 1 Link to comment Share on other sites More sharing options...
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