Toonic Posted May 27, 2016 Share Posted May 27, 2016 Hey again! I decided to make a different topic. I'm trying to give my friend a "Hidden Perk" based on his username (Which contains the word Goose...) so I want to turn him into the Goose/Goose during full moons. I know how to do the night check/full moon check. However its the transforming part that is bothersome.I used to have it working, but I had like.. a stategraph? And a bunch of other stuff that I feel like was probably unneeded. The main goal is to just turn him into the Goose/Goose for the night, make him small, and thats really about it. Just something fun/silly. The small, speed, and so forth I can handle, its just the transforming part that I'm slightly confused on. Thanks in advance for all your help! Link to comment https://forums.kleientertainment.com/forums/topic/67685-transforming-into-goose-moose/ Share on other sites More sharing options...
DrSmugleaf Posted May 27, 2016 Share Posted May 27, 2016 From woodie.lua, line 367: inst:PushEvent("transform_werebeaver") Line 364: inst:PushEvent("transform_person") From SGwilson.lua, line 494-499: EventHandler("transform_werebeaver", function(inst, data) if inst.TransformBeaver ~= nil and not inst:HasTag("beaver") then inst.sg:GoToState("transform_werebeaver") end end), Line 734-799: State{ name = "transform_werebeaver", tags = { "busy", "pausepredict", "transform", "nomorph" }, onenter = function(inst) inst.Physics:Stop() if inst.components.rider ~= nil and inst.components.rider:IsRiding() then inst.sg:AddStateTag("dismounting") inst.AnimState:PlayAnimation("fall_off") inst.SoundEmitter:PlaySound("dontstarve/beefalo/saddle/dismount") else inst:SetCameraDistance(14) inst.AnimState:PlayAnimation("transform_pre") inst.components.inventory:DropEquipped(true) end inst.components.inventory:Close() inst:PushEvent("ms_closepopups") if inst.components.playercontroller ~= nil then inst.components.playercontroller:RemotePausePrediction() inst.components.playercontroller:Enable(false) end end, events = { EventHandler("animover", function(inst) if inst.AnimState:AnimDone() then if inst.sg:HasStateTag("dismounting") then inst.sg:RemoveStateTag("dismounting") if inst.components.rider ~= nil then inst.components.rider:ActualDismount() end inst:SetCameraDistance(14) inst.AnimState:PlayAnimation("transform_pre") inst.components.inventory:DropEquipped(true) elseif inst.TransformBeaver == nil or inst:HasTag("beaver") then inst.sg:GoToState("idle") else inst:TransformBeaver(true) inst.AnimState:PlayAnimation("transform_pst") SpawnPrefab("werebeaver_transform_fx").Transform:SetPosition(inst.Transform:GetWorldPosition()) inst:SetCameraDistance() inst.sg:RemoveStateTag("transform") end end end), }, onexit = function(inst) if inst.sg:HasStateTag("dismounting") then --interrupted if inst.components.rider ~= nil then inst.components.rider:ActualDismount() end elseif inst.sg:HasStateTag("transform") then --interrupted inst:SetCameraDistance() end if inst.components.playercontroller ~= nil then inst.components.playercontroller:Enable(true) end end, }, Link to comment https://forums.kleientertainment.com/forums/topic/67685-transforming-into-goose-moose/#findComment-777095 Share on other sites More sharing options...
Aquaterion Posted May 27, 2016 Share Posted May 27, 2016 I tried changing my build, bank and sg to the Goose/Goose's it does work, but walking is very wonky and attacking doesnt work, so making a similar stategraph is probably best to make sure u dont break anything in the normal sg, but u can add/edit states I guess to check for a certain tag for ur character Link to comment https://forums.kleientertainment.com/forums/topic/67685-transforming-into-goose-moose/#findComment-777099 Share on other sites More sharing options...
Toonic Posted May 27, 2016 Author Share Posted May 27, 2016 (edited) 17 minutes ago, Aquaterion said: I tried changing my build, bank and sg to the Goose/Goose's it does work, but walking is very wonky and attacking doesnt work, so making a similar stategraph is probably best to make sure u dont break anything in the normal sg, but u can add/edit states I guess to check for a certain tag for ur character In the end of things, thats fine. Its more so as a cosmetic thing thats for fun and thats also what I had working. Edited May 27, 2016 by Toonic Link to comment https://forums.kleientertainment.com/forums/topic/67685-transforming-into-goose-moose/#findComment-777108 Share on other sites More sharing options...
Toonic Posted May 28, 2016 Author Share Posted May 28, 2016 I ended up getting something working, however when the player dies as Goose, they don't turn back into human/ghost and the game just crashes. Link to comment https://forums.kleientertainment.com/forums/topic/67685-transforming-into-goose-moose/#findComment-777154 Share on other sites More sharing options...
DarkXero Posted May 28, 2016 Share Posted May 28, 2016 http://steamcommunity.com/sharedfiles/filedetails/?id=622471256 Link to comment https://forums.kleientertainment.com/forums/topic/67685-transforming-into-goose-moose/#findComment-777162 Share on other sites More sharing options...
Toonic Posted May 28, 2016 Author Share Posted May 28, 2016 31 minutes ago, DarkXero said: http://steamcommunity.com/sharedfiles/filedetails/?id=622471256 I actually came across that and was looking into it. I pulled the SGmooseplayer from it for the time being. However I believe on death its making a call to drop random items (Similar to that of regular mobs) So now I'm looking into this. Link to comment https://forums.kleientertainment.com/forums/topic/67685-transforming-into-goose-moose/#findComment-777175 Share on other sites More sharing options...
DarkXero Posted May 28, 2016 Share Posted May 28, 2016 25 minutes ago, Toonic said: However I believe on death its making a call to drop random items (Similar to that of regular mobs) You are right. It's easy to dodge though. You can add a lootdropper component to your character, and leave the loot empty. Link to comment https://forums.kleientertainment.com/forums/topic/67685-transforming-into-goose-moose/#findComment-777183 Share on other sites More sharing options...
Toonic Posted May 28, 2016 Author Share Posted May 28, 2016 2 minutes ago, DarkXero said: You are right. It's easy to dodge though. You can add a lootdropper component to your character, and leave the loot empty. That's what I assumed and was about to check, but then I got distracted attempting to get a full moon checker working. (Pulling from Woodies) I tried to throw it into my day/night checker, but that didn't work so I ended up re-writing a few things. Link to comment https://forums.kleientertainment.com/forums/topic/67685-transforming-into-goose-moose/#findComment-777184 Share on other sites More sharing options...
Toonic Posted May 28, 2016 Author Share Posted May 28, 2016 Thanks @DarkXero and @DrSmugleaf for the help! I ended up getting it all working! Hopefully the last character I need to make I won't have anymore questions at that point. After that its just artwork. Link to comment https://forums.kleientertainment.com/forums/topic/67685-transforming-into-goose-moose/#findComment-777189 Share on other sites More sharing options...
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