rons0n Posted June 4, 2016 Share Posted June 4, 2016 So I just made a custom bigfoot. But replace the bigfoot with a fist of impending doom! But I'd like to nerf it by doing the following things: Everytime the bell is used you lose 20 health and sanity And whenever bigfist punches the ground, it will not hurt players only enemies(monsters, npcs, etc) I already made the fist unable to destroy structures, but I need these last tasks done and I haven't a clue where to start. Help is appreciated! Also a sneak peak cause why not: No idea why it looks weird in this picture o.O opglommerbell.lua bigpunch.lua Link to comment https://forums.kleientertainment.com/forums/topic/67897-custom-bigfoot/ Share on other sites More sharing options...
DarkXero Posted June 7, 2016 Share Posted June 7, 2016 On 4/6/2016 at 2:30 PM, rons0n said: Everytime the bell is used you lose 20 health and sanity local function OnPlayed(inst, musician) if TheWorld.components.bigfooter then TheWorld.components.bigfooter:SummonFoot(musician:GetPosition()) end if musician then if musician.components.health then musician.components.health:DoDelta(-20) end if musician.components.sanity then musician.components.sanity:DoDelta(-20) end end end On 4/6/2016 at 2:30 PM, rons0n said: And whenever bigfist punches the ground, it will not hurt players only enemies(monsters, npcs, etc) -- in groundpounder2 self.noTags = { "FX", "NOCLICK", "DECOR", "INLIMBO", "player" } Link to comment https://forums.kleientertainment.com/forums/topic/67897-custom-bigfoot/#findComment-780415 Share on other sites More sharing options...
rons0n Posted June 7, 2016 Author Share Posted June 7, 2016 @DarkXero, I wish I could send you a basket full of Muffins to show you my appreciation. I hope a simple thank you will suffice! Link to comment https://forums.kleientertainment.com/forums/topic/67897-custom-bigfoot/#findComment-780423 Share on other sites More sharing options...
rons0n Posted June 10, 2016 Author Share Posted June 10, 2016 I decided to bump this thread because I didnt feel like this warranted another one. It's basically the same situation with my custom bigfoot, but instead ive made my cown custom tentacles. Everything i've wanted to do is basically complete. Only thing I'm missing is making the tentacles not attack players. I got no components to work with for this one so I'm a tad loss. Sorry if the answer is obvious, im just a bit dazed today~ shadowtentacle2.lua book_billowwhite.lua Link to comment https://forums.kleientertainment.com/forums/topic/67897-custom-bigfoot/#findComment-781734 Share on other sites More sharing options...
DarkXero Posted June 10, 2016 Share Posted June 10, 2016 34 minutes ago, rons0n said: I got no components to work with for this one so I'm a tad loss local function retargetfn(inst) return FindEntity( inst, TUNING.TENTACLE_ATTACK_DIST, function(guy) return guy.prefab ~= inst.prefab and guy.entity:IsVisible() and not guy.components.health:IsDead() and (guy.components.combat.target == inst or guy:HasTag("monster") or guy:HasTag("animal")) end, { "_combat", "_health" }, { "prey", "player" }) end Link to comment https://forums.kleientertainment.com/forums/topic/67897-custom-bigfoot/#findComment-781745 Share on other sites More sharing options...
rons0n Posted June 10, 2016 Author Share Posted June 10, 2016 @DarkXero, Hurrrrrrrrrrrrrrr I did just that except I forgot to add 'player' at the last bit. I knew it was around there but my pea-sized brain couldn't receive a proper signal. Thanks man, suprised you havent earned a title yet. Something above 'Senior Member' atleast. But yeah, muchas gracias! Link to comment https://forums.kleientertainment.com/forums/topic/67897-custom-bigfoot/#findComment-781753 Share on other sites More sharing options...
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