Leonardo Cox

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Everything posted by Leonardo Cox

  1. I don't think theres an easy way to make it immune to only fire, but you can use this to be completely immune to overheating: inst.components.temperature.maxtemp = 60
  2. Terrorbeak teleport code is in his stategraph, I believe its his "hit" state.
  3. If the other mod is working then you're probably missing something from that mod to make it work. Perhaps study more closely on that other mod and see what all it does.
  4. For Nightvision: --put these somewhere above common_postinit local NIGHTVISION_COLOURCUBES = { day = "images/colour_cubes/ruins_light_cc.tex", dusk = "images/colour_cubes/ruins_dim_cc.tex", night = "images/colour_cubes/purple_moon_cc.tex", full_moon = "images/colour_cubes/purple_moon_cc.tex", } local function SetNightVision(inst, enable) if TheWorld.state.isnight or TheWorld:HasTag("cave") then inst.components.playervision:ForceNightVision(true) inst.components.playervision:SetCustomCCTable(NIGHTVISION_COLOURCUBES) else inst.components.playervision:ForceNightVision(false) inst.components.playervision:SetCustomCCTable(nil) end end --put this in your common_postinit: inst:WatchWorldState( "isday", function() SetNightVision(inst) end) inst:WatchWorldState( "isdusk", function() SetNightVision(inst) end) inst:WatchWorldState( "isnight", function() SetNightVision(inst) end) inst:WatchWorldState( "iscaveday", function() SetNightVision(inst) end) inst:WatchWorldState( "iscavedusk", function() SetNightVision(inst) end) inst:WatchWorldState( "iscavenight", function() SetNightVision(inst) end) SetNightVision(inst)
  5. Try this: local function OnTurnOn(inst, isnight) if inst.components.talker then inst.components.talker:Say(TUNING.CLOSETEXT) if inst.SoundEmitter:PlayingSound("talk") then inst.SoundEmitter:KillSound("talk") end inst.SoundEmitter:PlaySound("dontstarve/maxwell/talk_LP_world6", "talk") inst:DoTaskInTime(2, function(inst) inst.SoundEmitter:KillSound("talk") end) end end local function OnTurnOff(inst, isnight) if inst.components.talker then inst.components.talker:Say(TUNING.GONETEXT) if inst.SoundEmitter:PlayingSound("talk") then inst.SoundEmitter:KillSound("talk") end inst.SoundEmitter:PlaySound("dontstarve/maxwell/talk_LP_world6", "talk") inst:DoTaskInTime(2, function(inst) inst.SoundEmitter:KillSound("talk") end) end end
  6. inst.components.health.fire_damage_scale = x where x is the multiplier. So 0 will make you immune, 1 will be normal, 0.5 will give you 50% resistance.
  7. The build in the character select screen unfortunately is coded to look for the build named after your prefab name. You'll likely need to do something with the puppet, that iirc is in wardrobe.lua.
  8. "Full moon phases now start and stop properly in Lights Out mode." Hooray! This annoyed me and my friend for awhile now. I'm gonna enjoy this new mob...
  9. Its very possible it is getting overridden after mastpost_init. I had a similar problem with trying to make custom skins work on bearplayer (which was fixed by having bearplayer_none.lua and bearplayer_formal.lua). A temporary solution would be to make a inst:DoTaskInTime(3, function(inst) inst.SetBuild("thebuildyouwant") end) in the masterpostinit. You might be able to go below 3 (and maybe make it to where its not noticeable) but be noted that if you make it too low, it will work fine for you but not other players. Especially players with bad ping. I'll take a look at your mod later tonight and see if I can a way to fix it. Edit: It seems like master_postinit isn't even running, I'm trying to figure out why.
  10. It should, the only reason why it wouldn't work if it wasn't compatible with anim. I've never created a custom character outside of mobs, so I'm just assuming that the anim is just copy/paste of wilson. If the build is not working with the current anim, then it might need a custom anim/bank for it. Which means you'll need to change the bank as well. Although if you said you were able to change the build just fine via console commands, I'm not sure why it wouldn't work when in masterpostinit. Does your character becomes invisible when you try to set this build, or does he just use his default build?
  11. Playable Pets has been on the workshop for awhile now but I figure why not make a thread about it here. Looking for Help Playable Pets is a mod that makes most mobs in the game into playable characters, it is basically a successor to the playable mobs mod made by Indie (I don't know his forum name...) sometime ago. The mod is configurable and has a couple of neat features as well. You can view/download all the mods here. You will also need this mod if you want to access the skins for the mobs. Features Configuration Options General Info: -to be worked on later- Notes: Major Bugs: ToDo: Special Thanks: -Lily, Amir, RocketSM, Capt. Kickass, and Kwitchler for playtesting the mod in the prereleased builds of the mod and convinced me to make it public. - @Fidooop for making modded skins API, making it possible. -Logzombie for making 95% of the skins in the mod. -Cheshire Crow for making a lot of the portraits in the mod. (His are the really good looking ones, mine are the bad ones). -The forums for bits of information that helped out when developing the mod (this is my first mod ever). -The many users of Playable Pets whose feedback helped improve the mod in many ways that I could not have done alone. -A certain crow for teaching me how to code and giving support. Other stuff that might be worth noting I GUESS: Steam Group (if you want announcement of major updates to the mod I guess?) Discord Group I have a server that runs the mods daily, information can be found on the steam group page. (Also it will be in the beta branch). The initial goal was to make all mobs fun/interesting for coop/pvp, which is still being worked on. So if you got any feedback/suggestions let me know.
  12. Maybe make it clear in the title/tags that its an idea and not an actual mod. To avoid confusion.
  13. Maybe you should do one thread with all your mod ideas? or why does it even need to be a thread?
  14. So are you trying to do this via the Skin Mod API? If not via Skin mod then why not have the character use the build you want in masterpostinit (which I am assuming since you want it changed on initialization, unless I'm not understanding something?).
  15. Post your mod files so we can find what exactly is wrong with it.
  16. local function onbuilt(inst, builder) local theta = math.random() * 2 * PI local pt = builder:GetPosition() local radius = math.random(3, 6) local offset = FindWalkableOffset(pt, theta, radius, 12, true) if offset ~= nil then pt.x = pt.x + offset.x pt.z = pt.z + offset.z end inst.Transform:SetPosition(pt.x, 0, pt.z) builder.components.leader:AddFollower(inst) end EDIT: Forgot to add the SetPosition for spawning.
  17. You need to find the asset table that adds that build and rename the ghost_esctemplate_build.zip to ghost_Will(charactername)_build.zip.
  18. Have you tried using inst.components.leader:AddFollower(x) ? Where x is the var used to indentify the newly spawned shadowmaxwell.
  19. where is your ghost_esctemplate_build.zip located? It needs to be in your mod's anim folder.
  20. For the TexCreator, can you make it to where you can clear out the .png files currently loaded? I find it a tad bit annoying to have to constantly close it and open it back up whenever I need to put new textures in a new directory without having the previous textures getting put into that directory as well.
  21. Knightboat's tag "monster" is mispelled as "moster".
  22. I hope Antlion's current sounds are just placeholders, because its very weak.
  23. Antlion will get angry automatically overtime, it takes quite awhile.