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About Mario384

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  1. I still think letting players somehow indefinitely extend the transformations would've been a smoother move than just extending the time per totem use, as the idea of using totems over and over to achieve a form for a longer time doesn't really appeal to me. Woodie the human still needs a downside, but the forms are balanced out by losing all hunger, I suppose. I'm not pleased with how he plays, but the forums were appeased, so anything I could say further will fall on deaf ears, so I guess I just suck it up and pick another character.
  2. So, when's the beaver gonna get fixed? Right now, it seems someone just has to sit down and make some animations for him. While this update fixed the crash you get when he's on a sinking boat, right now he just vanishes and stays there forever until something hits him, which will then have him walk on water.
  3. Good that you guys are on tops of this, thanks for the heads up.
  4. Simply put, the game crashes upon even trying to load up. Re-installing did not fix the issue, and the crash log doesn't seem to be providing much evidence to what's wrong. Obviously, I cannot replicate the issue, but he can. client_log.txt
  5. The new Deerclops is pretty strong compared to his regular counterpart. The laser attack is much harder to dodge, as it requires unusual strafing tactics to avoid (moving to the side instead of directly away). It also does double damage, and he can still use the regular attack. It sets no fires, it only brings pain.
  6. Kudos to the devs for making this event, really happy to see combat get a little shaken up for once! Now, just got to wait for a PVP event to come some day...
  7. An update on what I've found out about this topic so far: - The component shard_players seems to control the world resetting in Survival. I've attempted to modify it like so: local UpdatePlayerCounts = _ismastershard and function() _task = nil if _localDirty then _localPlayers, _localGhosts = 0, 0 for i, v in ipairs(AllPlayers) do _localPlayers = _localPlayers + 1 if v:HasTag("playerghost") or v:HasTag("redphantom") then --Here's the edit! _localGhosts = _localGhosts + 1 end end _localDirty = false end if _slaveDirty then _slavePlayers, _slaveGhosts = TheShard:GetSlavePlayerCounts(USERFLAGS.IS_GHOST) _slaveDirty = false end _numPlayers:set(_localPlayers + _slavePlayers) _numGhosts:set(_localGhosts + _slaveGhosts) end or nil This function seems to set everything proper, and I tried using this: TheWorld:PushEvent("ms_respawnedfromghost") when a player gets the "redphantom" tag removed. The game's clock does start running if everyone has the tag redphantom or playerghost, alas, the clock does not stop running should the "redphantom" tag get removed. Any ideas? Also, sorry for the bump, but I feel there's little need to create a new topic for this question, as any future info regarding the OP may be helpful as well.
  8. Alright, so I've been looking around throughout the code, but I can't find how to do it so I'll ask here about two things: - Say I wanted to start to reset the world if everyone but one type of player (with a unique tag) was dead or no player with said tag exist or is dead, how would I go about it? - Since this is basically a boss vs. player gamemode I want to make, I don't want anyone to just be able to select the boss from the character selection screen. What I want to occur is that after a minute or two of the world being reset, one player is chosen to be the boss and forcefully becomes him, and not have him appear on the character select. Is this possible and if so, how would I do it? Thank you to anyone who can help!
  9. Perhaps you should ask the ghosts in the graves about that, and if you aren't satisfied still, use Wilderness mode.
  10. No, it doesn't. However, I just fixed it using a custom work-around, so I have solved the issue. local function Equip(inst) local head = inst.components.inventory:GetEquippedItem(EQUIPSLOTS.HEAD) if head then inst.AnimState:Show("HEAD") inst.AnimState:Hide("HEAD_HAT") end if not head then inst.AnimState:Hide("HAT_HAIR") end end inst:ListenForEvent("equip", Equip)
  11. Okay, basically, I have a custom character, and everything works fine animation-wise, until I wear a hat, and then the face goes to the far bottom-right. How can I fix this?
  12. Because having a character that has a light source built in, can run around at the speed of sound, and can buff his stats should be able to have this ability for 40-80 days. Yup yup yup, even though you haven't formed a constructive argument of any kind on why this is bad, I definitely see your angle on this. EDIT: It was sarcasm... Woops. >.> <.< Sorry about that.