Aquaterion

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About Aquaterion

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  1. Usually the problem here is the other way around, I'm pretty sure you can get people to do this. But yea a general scope of what you plan to do would be ideal. From the resources you mentioned, it seemed you want to add playable characters to the game, those I'd say can get a bit complex when adding extra widgets or functionalities. There is also the question of whether you have the resources already handled to be used in the game, or if you just have images that the person would have to compile for the game to read. You don't need a massive description to give people an idea of what you desire.
  2. Hello, about 4 years ago you were trying to find a way to pull the moonphase from the world in DST games.
    which I have found to be simply "TheWorld.state.moonphase"

    However, I am currently trying to do the same in DS game mod, but of course the code isn't the same. I tried GetClock():GetMoonPhase() and crashed with an error attempting to index a nil value.

    Do you have any insight?

     

  3. From what I understood, Clay Warg can spawn the same as normal warg, but only if a Warg Shrine was activated
  4. I'll give an example of what I'm trying to achieve; There is a weapon that is held differently than normal weapons, so ARM_carry isn't really cutting it. So I tried to create ARM_special, so when this weapon is equipped, I would use Animstate:Show("arm_special") instead of Animstate:Show("arm_carry").
  5. Is it? I tried using this template and changing ARM_carry to something else and I couldn't seem to manage to get it to work.(tested with ThePlayer.AnimState:Show()) Just to be clear, I am trying to add a new "limb state" for all characters. Would I need to make a copy of ARM_carry and modify it, or can i just change ARM_carry since its already in the in game wilson animations? Wouldn't I need to alter the default animations that would use this new "limb state", such as idle and what not?
  6. How does 1 go about adding a different state for a limb? such as ARM_normal or HEAD_hat to be used with :Show()/:Hide()?
  7. You can change it from the AddRecipe part of the code. It's the 6th parameter, after the placer parameter AddRecipe("item", {ingredients}, recipetab, tech, "placeritem", min_spacing) setting min_spacing to 1 should do it
  8. If you see the last line in my last post, I told you that you should probably replace "pencil" variable with act.invobject GLOBAL.STRINGS.ACTIONS.DRAW_ART = "Draw" local DRAW_ART = AddAction("DRAW_ART", "Draw Art", function(act) if act.doer.components.inventory then if act.target.components.burnable ~= nil then if act.target.components.burnable:IsBurning() or act.target.components.burnable:IsSmoldering() then return false end end if act.invobject then if act.target.drawn0 == nil then act.target.drawn0 = true act.target.AnimState:OverrideSymbol("art", "canvas_art_1", "art") else act.target.drawn0 = nil act.target.AnimState:ClearOverrideSymbol("art") end act.target.SoundEmitter:PlaySound("dontstarve/common/together/draw") act.invobject.components.artable:OnArt(act.target) return true end end end) DRAW_ART.priority = 0 AddComponentAction("USEITEM", "artable", function(inst, doer, target, actions, right) if target:HasTag("canvas") then table.insert(actions, DRAW_ART) end end) AddStategraphActionHandler("wilson", GLOBAL.ActionHandler(DRAW_ART, "dolongaction")) AddStategraphActionHandler("wilson_client", GLOBAL.ActionHandler(DRAW_ART, "dolongaction")) And no problem for the help. Helped me understand things better as well
  9. Ok yea I thought it was the reason. What is wrong is that normally for these kind of functionalites, you have 2 components. A component for ART TOOL and a component for ART TARGET. you're adding the action on the artable entity, which is the canvas, so at the moment, you would need to use a canvas on a canvas. GLOBAL.STRINGS.ACTIONS.DRAW_ART = "Draw" local DRAW_ART = AddAction("DRAW_ART", "Draw Art", function(act) if act.doer.components.inventory then if act.target.components.burnable ~= nil then if act.target.components.burnable:IsBurning() or act.target.components.burnable:IsSmoldering() then return false end end local pencil = act.doer.components.inventory:Has("featherpencil", 1) if pencil and pencil.components.artable then --pencil:Remove() if act.target.drawn0 == nil then act.target.drawn0 = true act.target.AnimState:OverrideSymbol("art", "canvas_art_1", "art") else act.target.drawn0 = nil act.target.AnimState:ClearOverrideSymbol("art") end act.target.SoundEmitter:PlaySound("dontstarve/common/together/draw") pencil.components.artable:OnArt(act.target) return true end end end) DRAW_ART.priority = 0 AddComponentAction("USEITEM", "artable", function(inst, doer, target, actions, right) if target:HasTag("canvas") then table.insert(actions, DRAW_ART) end end) AddStategraphActionHandler("wilson", GLOBAL.ActionHandler(DRAW_ART, "dolongaction")) AddStategraphActionHandler("wilson_client", GLOBAL.ActionHandler(DRAW_ART, "dolongaction")) I adjusted it to work, but in this case, you need to add the component to the featherpencil and remove it from the canvas. Oh and instead of declaring pencil, you should be able to use act.invobject
  10. Whenever I get stuck I put a bunch of prints everywhere to see where the code is failing to continue. Since the inst thing didn't make you crash, I think the AddAction thing never got used
  11. Hmm other than that all I can see that is maybe wrong is that in AddAction, you suddenly start using inst instead of act.doer/act.target Try changing table.insert(actions, GLOBAL.ACTIONS.DRAW_ART) to table.insert(actions, DRAW_ART)