rons0n Posted January 30, 2015 Share Posted January 30, 2015 (edited) I thought for sure it was:local function CalcSanityAura(inst) return inst.components.combat.target ~= nil and -TUNING.SANITYAURA_LARGE or 0endandlocal function fn() inst:AddComponent("sanityaura") inst.components.sanityaura.aurafn = CalcSanityAuraendDid I just place them incorrectly? How its suppose to work: When people surround my character, they lose sanity faster than usual. Edited January 30, 2015 by rons0n Link to comment https://forums.kleientertainment.com/forums/topic/50007-sanity-drain-aura/ Share on other sites More sharing options...
Jjmarco Posted January 30, 2015 Share Posted January 30, 2015 @rons0n, that's because CalcSanityAura will only return -TUNING.SANITYAURA_LARGE if your character has a combat target, otherwise, it returns 0. To give off a permanent insanity aura around your character, just do this:inst:AddComponent("sanityaura")inst.components.sanityaura.aura = -TUNING.SANITYAURA_LARGE Link to comment https://forums.kleientertainment.com/forums/topic/50007-sanity-drain-aura/#findComment-607842 Share on other sites More sharing options...
rons0n Posted January 30, 2015 Author Share Posted January 30, 2015 @rons0n, that's because CalcSanityAura will only return -TUNING.SANITYAURA_LARGE if your character has a combat target, otherwise, it returns 0. To give off a permanent insanity aura around your character, just do this:inst:AddComponent("sanityaura")inst.components.sanityaura.aura = -TUNING.SANITYAURA_LARGE Like so?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/sakura.zip" ), Asset( "ANIM", "anim/ghost_sakura_build.zip" ),}local prefabs = { "book_tentacles", "book_tentacles", }local start_inv = { -- Custom starting items "book_tentacles" , "book_tentacles", }-- This initializes for both clients and the hostlocal common_postinit = function(inst) -- Minimap icon inst.MiniMapEntity:SetIcon( "sakura.tex" ) inst:AddTag("bookbuilder")endlocal function CalcSanityAura(inst) return inst.components.combat.target ~= nil and -TUNING.SANITYAURA_LARGE or 0endlocal function fn() inst:AddComponent("sanityaura") inst.components.sanityaura.aura = -TUNING.SANITYAURA_LARGEend-- This initializes for the host onlylocal master_postinit = function(inst) -- choose which sounds this character will play inst.soundsname = "willow" -- Stats inst.components.health:SetMaxHealth(300) inst.components.hunger:SetMax(150) inst.components.sanity:SetMax(200) inst.components.sanity.night_drain_mult = 0 inst.components.sanity.neg_aura_mult = 0 inst.components.locomotor.walkspeed = 4 inst.components.locomotor.runspeed = 5.5 -- Night-vision inst.entity:AddLight() inst.Light:Enable(true) inst.Light:SetRadius(5) inst.Light:SetFalloff(.6) inst.Light:SetIntensity(0.9) inst.Light:SetColour(235/255,12/255,12/255) inst:ListenForEvent( "nighttime", function() inst.entity:AddLight() end, GetWorld() )endreturn MakePlayerCharacter("sakura", prefabs, assets, common_postinit, master_postinit, start_inv, fn)If so, my friend still doesn't feel the sanity loss Link to comment https://forums.kleientertainment.com/forums/topic/50007-sanity-drain-aura/#findComment-607864 Share on other sites More sharing options...
Jjmarco Posted January 30, 2015 Share Posted January 30, 2015 @rons0n, No, not like this. Put only those two lines in master_postinit.Also, the CalcSanityAura function is not needed, so you can remove it. Link to comment https://forums.kleientertainment.com/forums/topic/50007-sanity-drain-aura/#findComment-607870 Share on other sites More sharing options...
rons0n Posted January 30, 2015 Author Share Posted January 30, 2015 @rons0n, No, not like this. Put only those two lines in master_postinit.Also, the CalcSanityAura function is not needed, so you can remove it. Thanks doc, you're a lifesaver! Link to comment https://forums.kleientertainment.com/forums/topic/50007-sanity-drain-aura/#findComment-607895 Share on other sites More sharing options...
Jjmarco Posted January 30, 2015 Share Posted January 30, 2015 (edited) @rons0n, you're welcome. Edited January 30, 2015 by Jjmarco Link to comment https://forums.kleientertainment.com/forums/topic/50007-sanity-drain-aura/#findComment-607915 Share on other sites More sharing options...
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