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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:

3HnzVWL.jpg

No idea why it looks weird in this picture o.O

 

opglommerbell.lua

bigpunch.lua

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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" }

 

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

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

 

@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!

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