. . . Posted April 7, 2021 Share Posted April 7, 2021 (edited) increasing the beard bits on new spawn didn't seem to work since character would revert from "fully grown" beard back to the 1st cycle Edited April 7, 2021 by --- -.- Link to comment https://forums.kleientertainment.com/forums/topic/128730-solved-how-to-make-character-start-out-with-fully-grown-beard/ Share on other sites More sharing options...
penguin0616 Posted April 7, 2021 Share Posted April 7, 2021 (edited) @--- -.- -- replace inst with whatever the player variable is local beard = inst.components.beard; -- figure out last stage of beard local max, fn = next(beard.callbacks); -- starting value for day, cb in pairs(beard.callbacks) do if day > max then -- found a later beard stage max, fn = day, cb end; end; -- update beard day growth beard.daysgrowth = max; -- trigger it like OnDayComplete in the component fn(beard.inst, beard.skinname); Edited April 7, 2021 by penguin0616 1 Link to comment https://forums.kleientertainment.com/forums/topic/128730-solved-how-to-make-character-start-out-with-fully-grown-beard/#findComment-1446354 Share on other sites More sharing options...
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