RedMattis Posted December 20, 2014 Share Posted December 20, 2014 (edited) I used these commands (which worked pre-Together)"inst.components.eater:SetCarnivore()inst.components.eater.strongstomach = true"Doesn't seem to do anything now though. Anyone know where to look for a solution to this? Here is the rest of my primary lua file:local MakePlayerCharacter = require "prefabs/player_common"local assets = { Asset( "ANIM", "anim/player_basic.zip" ), Asset( "ANIM", "anim/player_idles_shiver.zip" ), Asset( "ANIM", "anim/player_actions.zip" ), Asset( "ANIM", "anim/player_actions_axe.zip" ), Asset( "ANIM", "anim/player_actions_pickaxe.zip" ), Asset( "ANIM", "anim/player_actions_shovel.zip" ), Asset( "ANIM", "anim/player_actions_blowdart.zip" ), Asset( "ANIM", "anim/player_actions_eat.zip" ), Asset( "ANIM", "anim/player_actions_item.zip" ), Asset( "ANIM", "anim/player_actions_uniqueitem.zip" ), Asset( "ANIM", "anim/player_actions_bugnet.zip" ), Asset( "ANIM", "anim/player_actions_fishing.zip" ), Asset( "ANIM", "anim/player_actions_boomerang.zip" ), Asset( "ANIM", "anim/player_bush_hat.zip" ), Asset( "ANIM", "anim/player_attacks.zip" ), Asset( "ANIM", "anim/player_idles.zip" ), Asset( "ANIM", "anim/player_rebirth.zip" ), Asset( "ANIM", "anim/player_jump.zip" ), Asset( "ANIM", "anim/player_amulet_resurrect.zip" ), Asset( "ANIM", "anim/player_teleport.zip" ), Asset( "ANIM", "anim/wilson_fx.zip" ), Asset( "ANIM", "anim/player_one_man_band.zip" ), Asset( "ANIM", "anim/shadow_hands.zip" ), Asset( "SOUND", "sound/sfx.fsb" ), Asset( "SOUND", "sound/wilson.fsb" ), Asset( "ANIM", "anim/beard.zip" ), Asset( "ANIM", "anim/seras.zip" ), Asset( "ANIM", "anim/seras_fed.zip" ), Asset( "ANIM", "anim/seras_starved.zip" ), Asset( "ANIM", "anim/seras_sunlight.zip" ), Asset( "ANIM", "anim/seras_nightmare.zip" ),}local prefabs = {}local commentMoonlight = 1--startregen parameters: first parameter = tick size. second parameter = tick frequency-- stat/apperance differences night/day hungry/starvedlocal function updatestats(inst) local health_percent = inst.components.health:GetPercent() if GetClock():IsDay() then if inst.strength == "mighty" then inst.components.health.maxhealth = 160 inst.components.health:StopRegen() inst.components.combat.damagemultiplier = 1 inst.components.hunger:SetRate(2*TUNING.WILSON_HUNGER_RATE) inst.components.sanity.dapperness = TUNING.DAPPERNESS_SMALL inst.components.temperature.inherentinsulation = 30*6 inst.components.locomotor.walkspeed = (TUNING.WILSON_WALK_SPEED * 1.1) inst.components.locomotor.runspeed = (TUNING.WILSON_RUN_SPEED * 1.1) inst.AnimState:SetBuild("seras") commentMoonlight = 1 elseif inst.strength == "normal" then inst.components.health.maxhealth = 120 inst.components.health:StopRegen() inst.components.combat.damagemultiplier = 0.8 inst.components.hunger:SetRate(0.8*TUNING.WILSON_HUNGER_RATE) inst.components.sanity.dapperness = 0 inst.components.temperature.inherentinsulation = 30*4 inst.components.locomotor.walkspeed = (TUNING.WILSON_WALK_SPEED * 1.0) inst.components.locomotor.runspeed = (TUNING.WILSON_RUN_SPEED * 1.0) inst.AnimState:SetBuild("seras_sunlight") commentMoonlight = 1 elseif inst.strength == "wimpy" then inst.components.health.maxhealth = 60 inst.components.health:StopRegen() inst.components.combat.damagemultiplier = 0.4 inst.components.hunger:SetRate(0.7*TUNING.WILSON_HUNGER_RATE) inst.components.sanity.dapperness = TUNING.DAPPERNESS_SMALL*-1 inst.components.temperature.inherentinsulation = 30*2 inst.components.locomotor.walkspeed = (TUNING.WILSON_WALK_SPEED * 1.0) inst.components.locomotor.runspeed = (TUNING.WILSON_RUN_SPEED * 1.0) inst.AnimState:SetBuild("seras_starved") commentMoonlight = 1 end inst.components.health:SetPercent(health_percent) inst.Light:Enable(false) elseif GetClock():IsDusk() then if inst.strength == "mighty" then inst.components.health.maxhealth = 250 inst.components.health:StartRegen(1, 5) --regeneration speed 1hp/ 3sec inst.components.combat.damagemultiplier = 1.5 inst.components.hunger:SetRate(1.5*TUNING.WILSON_HUNGER_RATE) inst.components.sanity.dapperness = TUNING.DAPPERNESS_SMALL inst.components.temperature.inherentinsulation = 30*6 inst.components.locomotor.walkspeed = (TUNING.WILSON_WALK_SPEED * 1.2) inst.components.locomotor.runspeed = (TUNING.WILSON_RUN_SPEED * 1.2) inst.AnimState:SetBuild("seras_fed") elseif inst.strength == "normal" then inst.components.health.maxhealth = 200 inst.components.health:StopRegen() inst.components.combat.damagemultiplier = 1.2 inst.components.hunger:SetRate(0.8*TUNING.WILSON_HUNGER_RATE) inst.components.sanity.dapperness = 0 inst.components.temperature.inherentinsulation = 30*4 inst.components.locomotor.walkspeed = (TUNING.WILSON_WALK_SPEED * 1.1) inst.components.locomotor.runspeed = (TUNING.WILSON_RUN_SPEED * 1.1) inst.AnimState:SetBuild("seras") elseif inst.strength == "wimpy" then inst.components.health.maxhealth = 70 inst.components.health:StopRegen() inst.components.combat.damagemultiplier = 0.7 inst.components.hunger:SetRate(0.7*TUNING.WILSON_HUNGER_RATE) inst.components.sanity.dapperness = TUNING.DAPPERNESS_MED*-1 inst.components.temperature.inherentinsulation = 30*2 inst.components.locomotor.walkspeed = (TUNING.WILSON_WALK_SPEED * 1.0) inst.components.locomotor.runspeed = (TUNING.WILSON_RUN_SPEED * 1.0) inst.AnimState:SetBuild("seras_starved") end inst.components.health:SetPercent(health_percent) inst.Light:Enable(false) elseif GetClock():IsNight() then if GetClock():GetMoonPhase() == "full" then inst.components.health.maxhealth = 500 inst.components.health:StartRegen(2, 0.5) --regeneration speed 2hp/ 1sec inst.components.combat.damagemultiplier = 1.5 inst.components.hunger:SetRate(-5*TUNING.WILSON_HUNGER_RATE) inst.components.sanity.dapperness = TUNING.DAPPERNESS_HUGE*-5 inst.components.temperature.inherentinsulation = 30*20 inst.components.locomotor.walkspeed = (TUNING.WILSON_WALK_SPEED * 1.8) inst.components.locomotor.runspeed = (TUNING.WILSON_RUN_SPEED * 1.8) inst.AnimState:SetBuild("seras_nightmare") if commentMoonlight == 1 then inst.components.talker:Say("It's full moon. I don't feel right...") commentMoonlight = 0 end elseif inst.strength == "mighty" then inst.components.health.maxhealth = 260 inst.components.health:StartRegen(1, 2) --regeneration speed 1hp/ 2sec inst.components.combat.damagemultiplier = 2.0 inst.components.hunger:SetRate(1*TUNING.WILSON_HUNGER_RATE) inst.components.sanity.dapperness = TUNING.DAPPERNESS_SMALL inst.components.temperature.inherentinsulation = 30*6 inst.components.locomotor.walkspeed = (TUNING.WILSON_WALK_SPEED * 1.3) inst.components.locomotor.runspeed = (TUNING.WILSON_RUN_SPEED * 1.3) inst.AnimState:SetBuild("seras_fed") elseif inst.strength == "normal" then inst.components.health.maxhealth = 250 inst.components.health:StartRegen(1, 3) --regeneration speed 1hp/ 3sec inst.components.combat.damagemultiplier = 1.5 inst.components.hunger:SetRate(0.8*TUNING.WILSON_HUNGER_RATE) inst.components.sanity.dapperness = 0 inst.components.temperature.inherentinsulation = 30*4 inst.components.locomotor.walkspeed = (TUNING.WILSON_WALK_SPEED * 1.2) inst.components.locomotor.runspeed = (TUNING.WILSON_RUN_SPEED * 1.2) inst.AnimState:SetBuild("seras_fed") elseif inst.strength == "wimpy" then inst.components.health.maxhealth = 80 inst.components.health:StopRegen() inst.components.combat.damagemultiplier = 1.1 inst.components.hunger:SetRate(0.7*TUNING.WILSON_HUNGER_RATE) inst.components.sanity.dapperness = TUNING.DAPPERNESS_LARGE*-1 inst.components.temperature.inherentinsulation = 30*2 inst.components.locomotor.walkspeed = (TUNING.WILSON_WALK_SPEED * 1.0) inst.components.locomotor.runspeed = (TUNING.WILSON_RUN_SPEED * 1.0) inst.AnimState:SetBuild("seras_starved") end inst.components.health:SetPercent(health_percent) inst.Light:Enable(true) end end-- hunger speechlocal function onhungerchange(inst, data) if inst.strength == "mighty" then if inst.components.hunger.current < 130 then inst.strength = "normal" inst.components.talker:Say("The hunger has returned...") end elseif inst.strength == "wimpy" then if inst.components.hunger.current > 60 then inst.strength = "normal" inst.components.talker:Say("I need more!") end else if inst.components.hunger.current > 145 then inst.strength = "mighty" inst.components.talker:Say("I feel alive!") elseif inst.components.hunger.current < 55 then inst.strength = "wimpy" inst.components.talker:Say("Bloody hell... feels like I'm slowly fading away.") end end updatestats(inst)endlocal starting_inventory ={ -- Put vampire attack 'item' here}local fn = function(inst) -- choose which sounds this character will play inst.soundsname = "willow" -- a minimap icon must be specified inst.MiniMapEntity:SetIcon( "wendy.png" ) -- default hunger level inst.strength = "normal" inst.components.hunger.current = 125 -- Emit light at night / Night vision local light = inst.entity:AddLight() inst.Light:Enable(false) inst.Light:SetRadius(10) inst.Light:SetFalloff(0.75) inst.Light:SetIntensity(.6) inst.Light:SetColour(235/255,12/255,12/255) -- Stats varies day/night inst:ListenForEvent( "dusktime", function() updatestats(inst) end , GetWorld()) inst:ListenForEvent( "daytime", function() updatestats(inst) end , GetWorld()) inst:ListenForEvent( "nighttime", function() updatestats(inst) end , GetWorld()) updatestats(inst) -- Sanity Changes inst.components.sanity.night_drain_mult = 0.5 inst.components.sanity.neg_aura_mult = 1.1 inst.components.sanity:SetMax(TUNING.WILLOW_SANITY) --Update hunger status inst:ListenForEvent("hungerdelta", onhungerchange) --Carnivore, can only eat meat. Can Eat Monster Meat. inst.components.eater:SetCarnivore() inst.components.eater.strongstomach = true return inst endreturn MakePlayerCharacter("seras", prefabs, assets, nil, nil, starting_inventory)The code for the Wolfgang-like hunger (along with day/night power changes) isn't working at the moment either, but I figure it might be the same problem at the core. Thanks! Edited December 20, 2014 by RedMattis Link to comment https://forums.kleientertainment.com/forums/topic/47148-i-fail-to-make-a-character-carnivore-help/ Share on other sites More sharing options...
rezecib Posted December 20, 2014 Share Posted December 20, 2014 @RedMattis, You need to actually be passing the function fn() to MakePlayerCharacter. To keep the naming convention with DST, I'd call it master_postinit now as well. These are the arguments to MakePlayerCharacter now:MakePlayerCharacter(name, customprefabs, customassets, common_postinit, master_postinit, starting_inventory)As you can see, you're providing nil to both common_postinit and master_postinit, so you should be getting a totally generic character. You shouldn't need a common_postinit, so just make sure you're providing the master. Link to comment https://forums.kleientertainment.com/forums/topic/47148-i-fail-to-make-a-character-carnivore-help/#findComment-590387 Share on other sites More sharing options...
RedMattis Posted December 21, 2014 Author Share Posted December 21, 2014 It worked. Thanks man. Link to comment https://forums.kleientertainment.com/forums/topic/47148-i-fail-to-make-a-character-carnivore-help/#findComment-590593 Share on other sites More sharing options...
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