opslon Posted May 11, 2016 Share Posted May 11, 2016 Hello Guys, I'm new to Lua Coding, and I'm trying to create a mod for change the damage of the Wes's balloon on explode, and have damage configuration at the mod menu. I've tried to copy the original Balloon.lua from the game and paste with the damage value changed in my MOD folder /script/balloon.luaAlso made a copy of the animations to de directory /anim/balloon.zip (balloon_shapes and balloons_empty too) I need help because my mod doesn't change the damage of balloon on explode, no matter the value. Can someone give a hand? I'll drop the code bellow. Thanks in advance! My modmain.lua is PrefabFiles = { "balloon" } local SetDefaultDamage = GetModConfigData("balloon_combat") And my modinfo.lua name = "Ballon dmg modifier" description = "Makes Wes ballons explode 200 damage points." author = "Muted" version = "1" forumthread = "" -- This lets other players know if your mod is out of date, update it to match the current version in the game api_version = 10 -- Can specify a custom icon for this mod! (atlas for xml - icon for tex) icon_atlas = "" icon = "" -- Specify compatibility with the game! dst_compatible = true all_clients_require_mod = true configuration_options = { { name = "balloon_combat", label = "Damage", options = { {description = "50", data = 50}, {description = "100", data = 99}, {description = "200", data = 200}, {description = "250", data = 250}, {description = "500", data = 500}, {description = "1000", data = 1000}, }, default = 200, }, } Link to comment Share on other sites More sharing options...
Neu7ral Posted May 11, 2016 Share Posted May 11, 2016 In balloon.lua change this inst.components.combat:SetDefaultDamage(5) for his inst.components.combat:SetDefaultDamage(TUNING.BALLOONDAMAGE) on modmain. TUNING.BALLOONDAMAGE = GetModConfigData("balloon_combat") Also, Rae is the best 'Naut Link to comment Share on other sites More sharing options...
DarkXero Posted May 11, 2016 Share Posted May 11, 2016 In modinfo.lua: all_clients_require_mod = false because people don't need to download your mod because they don't need to know the balloon damage. This also makes your mod a server side only mod, because that is what it is. {description = "100", data = 100}, because using 99 triggers me. In modmain.lua: -- Get balloon damage from mod configuration local balloon_damage = GetModConfigData("balloon_combat") -- Function that applies the new damage to the combat component of the balloon local function ChangeDamage(inst) inst.components.combat:SetDefaultDamage(balloon_damage) end -- Function that runs the function ChangeDamage on the prefab named "balloon" -- which are Wes' balloons when they spawn AddPrefabPostInit("balloon", ChangeDamage) This way you don't have to copy-paste balloon.lua and load it with PrefabFiles. Link to comment Share on other sites More sharing options...
CarlZalph Posted May 11, 2016 Share Posted May 11, 2016 Modmain.lua: local newDamage = GetModConfigData("balloon_combat") AddPrefabPostInit("balloon", function(inst) if(inst.components~=nil and inst.components.combat~=nil) then inst.components.combat:SetDefaultDamage(newDamage) end end ) No need for having a custom balloon.lua or the animations if all you want is to change the damage output. Link to comment Share on other sites More sharing options...
opslon Posted May 11, 2016 Author Share Posted May 11, 2016 Thank you guys it's working now! You all are awesome! Is there any kind of reputation in this forum i can help you? (inside the forum rules) Also, Rae is the best 'Naut. Link to comment Share on other sites More sharing options...
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