Unfunnyguy Posted March 6 Share Posted March 6 I'm making a character mod and I'm trying to make a string of code to make the character lose 50 sanity when they get wet however I've been really struggling to do it and I can't seem to get it to work if inst.components.moisture ~= nil and inst.components.moisture:GetMoisture() > 0 then local self = inst.components.sanity inst.components.sanity.DoDelta(self, nil, 50, nil, nil) Some help would be appreciated if anyone could give any Link to comment Share on other sites More sharing options...
Thomas Die Posted March 9 Share Posted March 9 On 3/6/2024 at 10:19 PM, Unfunnyguy said: local self = inst.components.sanity inst.components.sanity.DoDelta(self, nil, 50, nil, nil) It should look like this, depending on how you do this tho; I recommend trying to reset the moisture back to 0 so that it doesn't continue to remove sanity. if inst.components.moisture ~= nil and inst.components.moisture:GetMoisture() > 0 then inst.components.sanity.DoDelta(-50) end Link to comment Share on other sites More sharing options...
Unfunnyguy Posted March 10 Author Share Posted March 10 On 3/9/2024 at 1:40 PM, Thomas Die said: It should look like this, depending on how you do this tho; I recommend trying to reset the moisture back to 0 so that it doesn't continue to remove sanity. if inst.components.moisture ~= nil and inst.components.moisture:GetMoisture() > 0 then inst.components.sanity.DoDelta(-50) end Thank you so much 1 Link to comment Share on other sites More sharing options...
Unfunnyguy Posted March 10 Author Share Posted March 10 (edited) On 3/9/2024 at 1:40 PM, Thomas Die said: It should look like this, depending on how you do this tho; I recommend trying to reset the moisture back to 0 so that it doesn't continue to remove sanity. if inst.components.moisture ~= nil and inst.components.moisture:GetMoisture() > 0 then inst.components.sanity.DoDelta(-50) end Edited March 10 by Unfunnyguy Link to comment Share on other sites More sharing options...
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