K1NGT1GER609

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About K1NGT1GER609

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Don't Starve Together
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  1. I can't quite make the character spawn light around the character,it's better for you ask in the don't starve together forum. Doubt you'll get much help in this forum.
  2. Here's a start: local function CalcSanityAura(inst) local equip = inst.components.inventory:GetEquippedItem(EQUIPSLOTS.HEAD) if (equip ~= nil) and (equip.prefab == "flowerhat") and (inst.components.sanity:GetPercent() > .8) then --glowing code? return TUNING.SANITYAURA_SMALL elseif equip ~= nil and equip.prefab == "flowerhat" then return TUNING.SANITYAURA_SMALL --you can put tiny,small,med,large but in all caps end end local master_postinit = function(inst) --just reference where things go more or less inst:AddComponent("sanityaura") inst.components.sanityaura.aurafn = CalcSanityAura First off this is the don't starve mod forums very different from don't starve together mod forums, next is you should probably explain glowing. Does it mean you emit a light around you? Does it mean your character's actual artwork gets a color tint? I'm not sure how to implement it properly.
  3. updating problem

    Er don't starve together? This is the don't starve mod forums but that error is a bit confusing to say the least. Sometimes it happens when you have a file in the mod open, or when steam is being slow (since recently of the winter sale), or if the file is named differently from what it was looking for (like you uploaded a file named enston but put Enston- character, its looking for enston), and some other errors I can't remember from the top of my head. Other than that you can move the post to don't starve together mod forums (here help can take long times and has far less than dst.) or we can keep at it till we solve the problem.
  4. Emote sound is only in don't starve together, but for finding the events of the sounds in dst its a little messy to say the least. Its under: Don't Starve Together\data\databundles\scripts\stategraphs\SGwilson There you'd look for something like: inst.SoundEmitter:PlaySound((inst.talker_path_override or "dontstarve/characters/")..(inst.soundsname or inst.prefab).."/death_voice") by control+f putting playsound should give more or less all the possible sound events. The other option would be extracting the .fsb files(where all the voices and sounds are stored in) but its probably not what you wanted.
  5. Mod enabling issue! please help

    Hmm converting a dst mod(I assume it is since you mentioned api version 10) to ds requires quite a bit of converting since some code isn't compatible with ds. Other than that could not unload prefab is cryptic, I'd ask for a log in the file directory: C:\Users\yourname\Documents\Klei\DoNotStarve\log other than that the alternative is to post the mod as a zip here see if me or some other modder can fix it.
  6. Use both, certain actions require the isdead code to disable things that shouldn't happen(regeneration is one of them). Other than that it is possible that some mods trick the game into thinking a character is dead but isn't(so got to check or get a crash later down the road).
  7. Mod crashes are all different from each other, a lot of the times its syntax errors if the game dictates the error right away. Some times it can be multiple errors, when one is solved another pops up, its just like writing a essay on the computer you get a spelling error here then you get a grammar error there and you need to fix it. But here the errors are recorded else where(usually): C:\Users\nameoftheuser\Documents\Klei\DoNotStarve\log get that log and post it and i'll be able to point out the error. Or the alternative is to post the mod and see if me or someone else can fix it.
  8. Hmm you can use overridesymbol in structures but the arguments make little sense to me: its what im trying to decode: inst.AnimState:OverrideSymbol("plain"..data.slot, "winter_ornaments", data.item.winter_ornamentid) What i think it is: inst.AnimState:OverrideSymbol(get the slot thats going to be modified, override the slot with the build of the outside source being called, get the outside source's id?) just food for thought. sometimes the third argument is the same as the first argument but at this point I can't be of any further help.
  9. Alright here we go for propagator: MakeMediumPropagator(inst) --you can change medium to Small,Large, tiny(maybe) as for deployable its used in walls, turfs, plant(idk don't ask me), and default. I don't know have full knowledge of this component but I think the code will go something like this: inst:AddComponent("deployable") inst.components.deployable.ondeploy(inst,pt,deployer,0) --what is this?It seems really...manual. inst.components.deployable:SetDeployMode(DEPLOYMODE.DEFAULT) Its blurry on what is going on in deployable, other wise ill give more of a look into animstate.
  10. Well right now im using the top of my head as im not on my computer. So if you set the spacing to none you'll have to account the obstacle physics as if something else tries to be built (and it succeeds)there you wont be able to access the structure and the land will be unaccess able. Hmm using global in a argument may lead to a crash. Again if ur wanting to keep using overridesymbol then happy modding(cause i dont remember finding the symbol name in any scml file), otherwise i think the clear goes like: Inst.animstate:ClearOverrideSymbol("art") So ill be more helpful in the morning (assuming ur problem still isnt solved) as going by memory takes way too long and is inaccurate.
  11. Overridesymbol uses three arguements(this is a guess) one for which part is going to be modified, what its going to be overidden with(outside source usually), and override that part. But id stick with what the developers formula and make animations and play them when certain events happen. Plus im not sure if you want to juggle around parts name (assuming you know them) and clearing them(as its needed or ull get a lot of different pictures cluttering one part) when something new happens. Last note is the propegator (hopefully im spelling it right) tells how much space the structure takes and makes other structures not able to be built next to.
  12. Alright so for making the structure an obstacle it is what you mentioned: MakeObstaclePhysics(inst, 2) --but the second argument is rectangular meaning its 2x2 next structures use another animstate as the one your referring to is usually used heavily in character clothing. What you want it is usually: inst.AnimState:PlayAnimation("hit") inst.AnimState:PushAnimation("idle") usually pushanimation is used when a quick animation is being done along with the looping animation (playanimation) like placing a structure, hammering it down, and so forth. But if you're in doubt on which to use then use playanimation and assign the appropriate animation (assuming your file can do animations) along with the function.
  13. Hmm usually mods put this in a character(like n tools): inst.components.builder:GiveAllRecipes() --usually in the function with the stats like hunger sanity etc. For console commands I haven't found any commands in the lua file that unlocks all recipes. Your free to continuously try to pushevent("unlockrecipe") or inst.freebuildmode = true with the console commands located in: dont_starve\data\DLC0002\scripts\consolecommands but I haven't had any success. Other than that I don't have any other suggestions on how to accomplish what your asking for.
  14. Autocomipler help?

    A 64 bit compiler for a character? I haven't found any other compilers in the mod_tool folder(at least without warnings that its a bad idea) or on here yet. Any particular reason to use another compiler? Not sure if its wise to use more bits if the game has it at 16.
  15. I can't remember where exactly it is but fx is actually reserved thus your calling something else in game, so try renaming fx to something else more...english just to avoid running to another reserved variable.