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      UPDATED - Studio Note & Rhymes with Play Streams Temporarily Canceled.   03/06/2020

      UPDATE (3/19/20): Just a quick note regarding the team at Klei Entertainment. As noted previously, everybody at Klei Entertainment is working from home due to the Covid-19 outbreak. Many of us have been working especially hard to help maintain operations as we all move out of the office and into our homes and with everything being done online, extra time must be spent in organizing conversations and trying to maintain communication. As some of you may know, we have a very open office and we are almost always in contact with each other as we go about our days. Some of us work across multiple teams and that work has become a bit more challenging for everybody.   That being said, at this time the transition has not caused any major disruption in our operations, but it would be overly optimistic to expect that we won't have any delays at all. We're going to have to be especially mindful about this in the coming weeks and make sure we don't take on too much work so we can keep things running smoothly.  We will let you know as we see how these changes affect our timelines.  Thanks UPDATE (3/10/20):
      The test yesterday went well. We got the whole office (mostly) to work from home without significant issue. As a result, Klei Staff that can work from home have been asked to do so until further notice.  This means that we will have to cancel the Rhymes with Play stream until we are all back in the office. This shouldn't affect anything else at least in the short term, but if things change I will update you all here.  Original Post: Hey everybody,  This Tuesday March 10th, 2020 the entire staff at Klei will be working remotely for 1 day in an effort to prepare the studio to work remotely for a little while if the need arises.  Klei is already set up pretty well to allow for working remotely, however we are going to have a one day "dry run" with the whole studio so that we can identify and avoid any issues or downtime that may arise should choose to implement a work from home policy due to COVID-19 outbreak concerns. Unfortunately this does mean that we will be canceling the “Rhymes with Play” Art stream this coming Tuesday, however unless the situation changes we expect everything at the studio to be back to normal Wednesday and we’ll continue our regular stream schedule Thursday March 12th. If the situation changes at all, we'll let you know. Thanks for your understanding.


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About Lazzary

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  1. Hello there, I've looked through your older "Introduction to some Components" forum post, and besides understanding some other useful information, I didn't quite find the one I was looking for. The post is archived so I couldn't comment, but maybe you can help me out on how the "amphibious" component works out, or how I can trigger it.

    1. Mobbstar


      I have not worked with the amphibious component very thoroughly before, but it is relatively new to DST and requires stategraph work alongside itself to function. Refer to the hounds for an example. The component triggers the "jumping" state if necessary, but the actual swimming and such are your problem, the component merely sets the "swimming" tag and lets you SetEnterWaterFn and SetExitWaterFn and does not do anything else in this regard.

  2. Well as I am too dumb to understand coding, I'll actually try to contact you about something. You see I've been trying for ages to actually implement swimming on one of my characters. Asked the community, looked through tutorials, files, scripts, and well it didn't really help. I've been searching, and I found this little piece of code. if data.amphibious then inst:AddComponent("embarker") inst.components.embarker.embark_speed = inst.components.locomotor.runspeed inst.components.embarker.antic = true inst.components.locomotor:SetAllowPlatformHopping(true) inst:AddComponent("amphibiouscreature") inst.components.amphibiouscreature:SetBanks(bank, bank.."_water") inst.components.amphibiouscreature:SetEnterWaterFn( function(inst) inst.landspeed = inst.components.locomotor.runspeed inst.components.locomotor.runspeed = TUNING.HOUND_SWIM_SPEED inst.hop_distance = inst.components.locomotor.hop_distance inst.components.locomotor.hop_distance = 4 end) inst.components.amphibiouscreature:SetExitWaterFn( function(inst) if inst.landspeed then inst.components.locomotor.runspeed = inst.landspeed end if inst.hop_distance then inst.components.locomotor.hop_distance = inst.hop_distance end end) inst.components.locomotor.pathcaps = { allowocean = true } end This is a piece of code from the hound.lua script page. I assume this is the thing that allows them to swim in game, and so I decided to try to use this coding on my character so I can make her swim, but of course I don't know how to do that. Would you be so kind and help me please? We'll be able to do something innovatory in the community if yes.
  3. Hello dear friends, it is me again, Lazzary. And I am in need of help once again. My character as you know it Wushi, had a few problems and after multiple requests, i decided to nerf her. The thing is that now she isn't that special anymore. And the swimming mechanic I intended to implement in her might do the trick. So, if anybody can help me please do. I tried a little of work too, with some hounds swimming mechanics, and well boats. But that didn't work out so well, cause I didn't knew how to use them, so maybe someone more experimented can help me out! ghost_wushi_build.zip wushi.zip wushi.tex wushi.xml wushi_none.tex wushi_none.xml ghost_wushi_build.zip wushi.zip usage.txt avatar_ghost_wushi.tex avatar_ghost_wushi.xml avatar_wushi.tex avatar_wushi.xml self_inspect_wushi.tex self_inspect_wushi.xml wushi.tex wushi.xml names_gold_wushi.tex names_gold_wushi.xml names_wushi.tex names_wushi.xml wushi.tex wushi.xml wushi.tex wushi.xml wushi_silho.tex wushi_silho.xml modicon.tex modicon.xml modinfo.lua modmain.lua wushi.lua wushi_none.lua speech_wushi.lua EDIT: I might have put a lot of unnecessary crap but hopefully you're okay with it!