Not_Wilson Posted March 9, 2016 Share Posted March 9, 2016 We had this feature implemented into Willoughby for a while, my modded character. I recently re-implemented Willoughby's small sanity aura, and EVERY SINGLE WILSON EVER IS PRESENTING ME WITH THE FOLLOWING: Say goodbye to your precious scientist. inst.components.sanityaura.aurafn = function(inst, observer) if observer.prefab == "will" then return TUNING.SANITYAURA_SMALL end return 0 end Here's the string of code in Wilson's prefab to give off a sanity aura Here's what destroyed the game though, I believe in will.lua: inst:AddComponent("sanityaura") inst.components.sanityaura.aura = TUNING.SANITYAURA_SMALL I do not understand. This string is in evil flowers, spiders, everything! But when I added it to a player prefab, it just... DST isn't having it. Not one minute of it. Link to comment Share on other sites More sharing options...
halfrose Posted March 9, 2016 Share Posted March 9, 2016 I don't even know man, but I assure you, it was the most epileptic trippy bug I ever went through. It was like as if I saw the life of this game go through its coded eyes. Link to comment Share on other sites More sharing options...
Muche Posted March 9, 2016 Share Posted March 9, 2016 Those crazy numbers for health and sanity usually mean that there are network synchronization errors - a net_var is attached to a prefab on the server but is missing on the client (or vice versa). Link to comment Share on other sites More sharing options...
KirbyJParasol Posted March 13, 2016 Share Posted March 13, 2016 Can confirm what Muche said--my friend had similarly insane hp values when we kept desynchronizing. Not the same trippy visuals mind you (just a black screen besides HUD), but yeah this implies something desynch. Have you opted into betas when your friends haven't? Link to comment Share on other sites More sharing options...
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