Since the goose is able to walk over water, I guess it should not sink when the boat is gone, right?
By the way, could you please allow modders to disable your multiplayer_portal teleport if on impassable? The code that is currently in OnLoad within player_common.lua. We would like to make the goose also able to walk over the "nothing" in caves, which works fine by just changing the collsion. But when save/loading while the goose is within "nothing" your code teleports it back to the multiplayer_portal since there is no drownable component in caves and it is on impassable ground.
A simple solution would be to do sth like:
inst.impassableteleporttoportal = inst:DoTaskInTime(0,...)
Now mods can cancel this task easily if they want.
Or is there a way to somehow make sure my own DoTaskInTime(0,...) is executed before your task with 0 ? I guess this is not ppssible, so saving the task within inst might be the solution. Adding drownable component within mod to solve this might not be a good idea, since much of your code depends on that.
Be on a boat with the weregoose and then destroy/remove the boat -> goose will sink.
- 1
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 accountSign in
Already have an account? Sign in here.
Sign In Now