Jump to content

Recommended Posts

So to clarify to those who aren't aware, in the original Don't Starve, when you went to attack something, you were "committed" to that attack i.e. once the swing starts, you can't move your character until your character's finished swinging, which radically changed the way the player had to approach certain mobs.

I'm developing a DST character where this sort of commitment to all attacks is very appropriate from a gameplay perspective.

Seeing as this is one of the key tactile differences between DS and DST, I imagine it's handled somewhere by just a few lines of code, but I have no idea where to begin looking. I imagine stategraphs, but even if that's the case, that's still a hell of a needle in a haystack and I'm ridiculously new to coding.

If I figure it out myself in the mean time, I'll be sure to update the thread.

Thanks in advance.

You'd need to add the "busy" tag to every stategraph state instance with the "attack" tag to make it uninterruptible.

Do it for both the SGwilson and SGwilson_client, and only do the edits if the owner of the stategraph is your character's prefab.

9 minutes ago, CarlZalph said:

You'd need to add the "busy" tag to every stategraph state instance with the "attack" tag to make it uninterruptible.

Do it for both the SGwilson and SGwilson_client, and only do the edits if the owner of the stategraph is your character's prefab.

Oh.

Hey that doesn't sound so bad. Thanks!

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
  • Create New...