MrGurtis Posted July 14, 2018 Share Posted July 14, 2018 I did some snooping and I couldn't find any topics that answered this question (that or i'm a terrible detective). I'm currently working on a mod and I was wondering if there was a way that could increase a boomerang's impact damage the further it has to travel to it's target. Link to comment Share on other sites More sharing options...
Makishim Posted July 23, 2018 Share Posted July 23, 2018 You can start a timer when the function OnThrown's called. When OnHit's called you get the timer value and does: damage + (timer * aditional damage). Link to comment Share on other sites More sharing options...
MrGurtis Posted September 20, 2018 Author Share Posted September 20, 2018 On 7/24/2018 at 5:39 AM, Makishim said: You can start a timer when the function OnThrown's called. When OnHit's called you get the timer value and does: damage + (timer * aditional damage). Any idea how I would write that in the context of this code: local function OnThrown(inst, owner, target) if target ~= owner then owner.SoundEmitter:PlaySound("dontstarve/wilson/boomerang_throw") end inst.AnimState:PlayAnimation("spin_loop", true) end local function OnHit(inst, owner, target) if owner == target or owner:HasTag("playerghost") then if owner ~= nil and owner.components.inventory ~= nil and owner.components.inventory.isopen then if inst.components.equippable ~= nil and not owner.components.inventory:GetEquippedItem(inst.components.equippable.equipslot) then owner.components.inventory:Equip(inst) else owner.components.inventory:GiveItem(inst) end owner:PushEvent("catch") end else ReturnToOwner(inst, owner) end if target ~= nil and target:IsValid() then local impactfx = SpawnPrefab("impact") if impactfx ~= nil then local follower = impactfx.entity:AddFollower() follower:FollowSymbol(target.GUID, target.components.combat.hiteffectsymbol, 0, 0, 0) impactfx:FacePoint(inst.Transform:GetWorldPosition()) end end end I did have a look at how DS RoG did timers in the SGmoose file as that has a disarm cooldown timer, but it didn't have anything on getting the values of the timer. The help is greatly appreciated. Link to comment Share on other sites More sharing options...
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