rons0n Posted August 2, 2017 Share Posted August 2, 2017 So I have a character who whenever she does an emote she loses 25 hunger and gains 25 sanity. But I dont know how to set it to a specific emote and make it so that everyone gains sanity around a certain proximity(Like the firepits light range). RIght now I have this thanks to browsing through these fourms: -- Emote for Sanity inst:ListenForEvent("emote", function(inst, data) if inst:HasTag("cheery") then inst.components.sanity:DoDelta(25) inst.components.hunger:DoDelta(-25) end end) Any ideas? I appreciate the help! Link to comment Share on other sites More sharing options...
DarkXero Posted August 2, 2017 Share Posted August 2, 2017 -- Emote for Sanity inst:ListenForEvent("emote", function(inst, data) if inst:HasTag("cheery") then inst.components.sanity:DoDelta(25) inst.components.hunger:DoDelta(-25) for k, v in pairs(AllPlayers) do if v ~= inst and v:IsNear(inst, 16) and v.components.sanity then v.components.sanity:DoDelta(10) end end end end) You can use TheSim:FindEntities and loop through the result, too. But this isn't as expensive. The 16 is the range in units (1 turf = 4 units). Link to comment Share on other sites More sharing options...
rons0n Posted August 2, 2017 Author Share Posted August 2, 2017 Thanks man! Been life saving me for years. Works perfectly and I can't thank ya enough. Link to comment Share on other sites More sharing options...
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