Jump to content

Recommended Posts

I would love to do it, but my art skills are... 3 year oldish... Putting it mildly...

well, it sort of needs to be done to make a custom character. I posted the anim sheet template on the last page, try making an image like that if you want to have a crack at it.

well, it sort of needs to be done to make a custom character. I posted the anim sheet template on the last page, try making an image like that if you want to have a crack at it.

Alright, cheers mate. Oh, and how did you make the Willette mod actually look like an official character, art style I mean.

From what I'm learning, the 'brute-force-randomly-change-things-till-it-works' method is the best for learning coders. You might not get just what you want the first couple of times, but you'll learn from your mistakes.

Absolutely. I've already learned so much.Right now I'm trying to figure out how delta-time works so I can change the frequency of grue attacks.

Beh. Hell with it. Can't ferret out the grue thing I was trying to do earlier.This is the function I was working on:

local function StopGrue(dt)        while inst.LightWatcher:IsInLight()==false do            inst.components.grue:Stop()            local Delay=5+math.random()*10                        if Delay>0 then                Delay=Delay - dt            end            if Delay<=0 then                inst.components.grue:Start()            end        end    end    inst:ListenForEvent("heargrue", StopGrue)
It's supposed to trigger when the grue make its noise and have Willette say that she hears it, but then the grue resets before it actually attacks. Then it waits a randomized amount of time and repeats. The loop breaks and the function stops when the player gets to light.The problem is with the delta-time based waiting. It dies at "Delay=Delay-dt", saying it can't perform arithmetic on dt because it's a table value. What I don't get is that I seem to be using dt exactly like it's used in the vanilla game's scripting. I got it straight from grue.lua.I told it to print dt to console and it output "100009 - willette", which is bizarre.I also tried Sleep(), but it doesn't seem to like being run in loops, because it dies with some sort of C engine error.I can get the grue to disable completely (current behavior) and to make its noise once and not again until the player gets to light then darkness again. I thought it would be cool to have it make noises occasionally to imply it's still out there, but sort of afraid and stalking you or something. I can also stop and start it immediately with no wait, but this results in very frequent annoying grue noises, hence the need for the wait.I'm stumped, I think I'll take this to the modding forum tomorrow, once I get some sleep. It's 1AM here and I have college tomorrow. Edited by ThatBum

Beh. Hell with it. Can't ferret out the grue thing I was trying to do earlier.This is the function I was working on:

local function StopGrue(dt)        while inst.LightWatcher:IsInLight()==false do            inst.components.grue:Stop()            local Delay=5+math.random()*10                        if Delay>0 then                Delay=Delay - dt            end            if Delay<=0 then                inst.components.grue:Start()            end        end    end    inst:ListenForEvent("heargrue", StopGrue)
It's supposed to trigger when the grue make its noise and have Willette say that she hears it, but then the grue resets before it actually attacks. Then it waits a randomized amount of time and repeats. The loop breaks and the function stops when the player gets to light.The problem is with the delta-time based waiting. It dies at "Delay=Delay-dt", saying it can't perform arithmetic on dt because it's a table value. What I don't get is that I seem to be using dt exactly like it's used in the vanilla game's scripting. I got it straight from grue.lua.I told it to print dt to console and it output "100009 - willette", which is bizarre.I also tried Sleep(), but it doesn't seem to like being run in loops, because it dies with some sort of C engine error.I can get the grue to disable completely (current behavior) and to make its noise once and not again until the player gets to light then darkness again. I thought it would be cool to have it make noises occasionally to imply it's still out there, but sort of afraid and stalking you or something. I can also stop and start it immediately with no wait, but this results in very frequent annoying grue noises, hence the need for the wait.I'm stumped, I think I'll take this to the modding forum tomorrow, once I get some sleep. It's 1AM here and I have college tomorrow.
You better go to sleep now! No need to suffer with this thing for now, you did a great job already!

downloaded the mod now I want to be in don't starve D:Thatbum could you and willette do that?Oh and if you dry monster meat it makes you only lose 3 healthHey I got a anti-perk normal food that restores health and sanity DRAINS heath and sanityStay away from jerky and meat balls

ThatBum is sleeping now. Who needs anti-perks anyway? Eating raw monsetr meat is so nice~nomnomnomnom

well, just don't let him turn around, he's too interested in his thoughts, so if you will not tell him, he will never know.

well judging by the way the hands are they are about to grab him and put him who knows where

oh and

I have the best idea if you are sleeping and Fer3is is online or vice versa

True but they have no eyes or ears but maybe there is a whole shadow person watching him D:

oh and it involves 50 soda cans, 10 kilograms of scrap mettle, 20 kilos of wood, a sturdy stick, 1 L red paint, 1 L white paint, 20 big pillows, 1 L industrial glue, a air cannon and a parachute

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
  • Create New...