vdragoonen Posted October 23, 2016 Share Posted October 23, 2016 Mod Character Speed Not Working Thank you for reading this topic The problem that I am facing is that I am developing a character who is balanced that comes along with a great positive and a great negative. My character will know all the magic techs, but to compensate for that advantage is slower than other characters. The Mod has worked before, but all of a sudden no longer works. It might be a result of the Halloween changes to the game, but I am not sure. I am not receiving and error messages, it's just that the character is simply too fast. I am not sure why this is happening and the prefab file for my character is attached. If you want me to attach anything more I will be happy to do so. I started this mod using the extended sample character template. Thanks to anyone who is willing to help. Any and all help is appreciated. Aspiring Modder, Vdragoonen dargon.lua Link to comment https://forums.kleientertainment.com/forums/topic/71087-mod-character-speed-not-working/ Share on other sites More sharing options...
blubuild Posted October 23, 2016 Share Posted October 23, 2016 (edited) I haven't made or looked at custom characters yet or changing a character's speed. I'd add some quick print()s so you can tell what is going on with the programming by looking at the log: local function onbecamehuman(inst) print("aaaa modifying speed") inst.components.locomotor.walkspeed = 3 inst.components.locomotor.runspeed = 5 end local function onbecameghost(inst) -- Remove speed modifier when becoming a ghost print("aaaa removing external speed modifier") inst.components.locomotor:RemoveExternalSpeedMultiplier(inst, "dargon_speed_mod") end -- When loading or spawning the character local function onload(inst) print("aaaa onload called") inst:ListenForEvent("ms_respawnedfromghost", onbecamehuman) inst:ListenForEvent("ms_becameghost", onbecameghost) if inst:HasTag("playerghost") then onbecameghost(inst) else onbecamehuman(inst) end end That will allow you to tell which functions are actually called and when by checking out the log and searching (CTRL-F) for "aaaa" to find your debug output. If onbecamehuman() is called correctly (you can see the message from it), then its contents are probably simply not right to do what you want. You may need to ensure the speed is actually changed on first spawn by calling it in the master postinit, but I suppose your use of OnNewSpawn should already take care of that. It seems to me like you're missing a complemenary call to inst.components.locomotor:SetExternalSpeedMultiplier(inst, "dargon_speed_mod", xxx) , if only because making only one reference to the "dargon_speed_mod" string doesn't make sense. Edited October 23, 2016 by blubuild Link to comment https://forums.kleientertainment.com/forums/topic/71087-mod-character-speed-not-working/#findComment-828661 Share on other sites More sharing options...
vdragoonen Posted October 23, 2016 Author Share Posted October 23, 2016 Thankyou blubuild I've tested it and my mod is working now. I don't know why it wasn't working but that's beside the point. Link to comment https://forums.kleientertainment.com/forums/topic/71087-mod-character-speed-not-working/#findComment-828672 Share on other sites More sharing options...
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