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@KrisRF

WX:

		FISH = "ITS TO SCALE", -- ITS -> IT'S

I've also been noticing some colour/color and armour/armor switches being made. At least from the variable naming style in the code it seemed pretty strongly in the -our camp, but I'm not sure about strings.

I like how there are so many epitaphs now! Before it was common to run into some duplicates in a graveyard, but that looks pretty unlikely now. Some of the new ones bring back good memories of NetHack epitaphs...

Edited by rezecib
  • Like 3

Could c_spawn be updated to support skins? Here's a rough version I rigged myself in my customcommands.lua:

local SKIN_LOOKUP = {}
for prefab,skins in pairs(PREFAB_SKINS) do
	for _,skin in pairs(skins) do
		SKIN_LOOKUP[skin] = prefab
	end
end
function c_spawnskin(prefab, count, dontselect)
	local prefab_skin = SKIN_LOOKUP[prefab]
	local skin = nil
	if prefab_skin then
		skin = prefab
		prefab = prefab_skin
	end
    count = count or 1
    local inst = nil
    for i = 1, count do
        inst = SpawnPrefab(prefab, skin, nil, ConsoleCommandPlayer() and ConsoleCommandPlayer().userid)
		if inst ~= nil then
			inst.Transform:SetPosition(ConsoleWorldPosition():Get())
		end
    end
    if not dontselect then
        SetDebugEntity(inst)
    end
    SuUsed("c_spawnskin_"..prefab, true)
    return inst
end

But it would probably be better to update DebugSpawn to pass skin parameters along, and perhaps do the skin lookup in a different way (or calculate it in the prefabskins file).

Edited by rezecib
  • Like 1

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