Leonardo Cox

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Everything posted by Leonardo Cox

  1. Thats because in her sinkhole_loop state, the animation thats supposed to be played is misspelled as "cast_loop_actve", when its supposed to be "cast_loop_active". Hopefully they'll patch it soon.
  2. She has animations of death, attack_pre, attack, hit, and even frozen so I guess it was supposed to fight at one point. pls don't remove those unused animations, I need them to make it playable ;-;
  3. In the antlion's sinkhole_loop state, you mispelled "cast_loop_active". Causing antlion to become invisible.
  4. I hate to butt-in in this thread instead of making my own, but I just got this problem this morning. It was working fine the night before and nothing I've tried (restarting computer, uninstalling/reinstalling, editing modinfo) has worked.
  5. While playing on a lightsout server with a friend fullmoon event did some weird things. First off, once it became fullmoon, those that were above ground will not be able to see anything outside of the light (like a normal night, just with full moon colourcubes applied). When disconnecting/rejoining during the full moon the world will light up as normal, however grue will still attack you outside of a light source. After the fullmoon passed, darkness became bugged. Grue doesn't attack you, the world remains visible as if its day (which goes back to normal on disconnect/reconnect but still grue does not attack you). The server did have caves enabled.
  6. So what are you wanting? A client side thing? If thats the case then just type this in console: ThePlayer.AnimState:SetBuild("wilson").
  7. Too Many Items mod? http://steamcommunity.com/sharedfiles/filedetails/?id=551338671&searchtext=too+many+items
  8. Ditto, also the klei store box seems bugged out as well.
  9. Its intentional, theres just a lot of Goose/Goose nests (the small circle of hay/sticks is a Goose Goose nest).
  10. When Vargling attempts to play his bark sound, there is a chance it will be silent. (I assume when it chooses a variation of the sound it chooses a missing sound)
  11. seems to spawn in a rock biome. c_gonext("critterlab") if you want to teleport via console. Edit: or just spawn it with c_spawn("critterlab"), whatever you prefer.
  12. Then thats the problem, GetStatus doesn't exist. You just need to create a GetStatus function and move it above the function where its getting called.
  13. I needed to know what GetStatus(inst) is, because its saying its not declared.
  14. if newstatus ~= nil and newstatus == "drecalen" then inst.components.combat.damagemultiplier = 0.75 inst.components.hunger:SetRate(0.07) inst.Transform:SetScale(0.94, 0.94, 0.94) inst.components.locomotor.walkspeed = (TUNING.WILSON_WALK_SPEED * 1.1) inst.components.locomotor.runspeed = (TUNING.WILSON_RUN_SPEED * 1.1) inst.status = "drecalen" inst.components.skinner:SetSkinMode("normal_skin", "drecalen") elseif newstatus ~= nil and newstatus == "insane_drecalen" then inst.components.talker:Say("Kekeke...") inst.components.combat.damagemultiplier = 2.0 inst.components.hunger:SetRate(0.02) inst.Transform:SetScale(1.1, 1.1, 1.1) inst.components.locomotor.walkspeed = (TUNING.WILSON_WALK_SPEED * 2.0) inst.components.locomotor.runspeed = (TUNING.WILSON_RUN_SPEED * 2.0) inst.status = "insane_drecalen" inst.components.skinner:SetSkinMode("insane_skin", "insane_drecalen") elseif newstatus ~= nil and newstatus == "psycho_drecalen" then inst.components.talker:Say(".....") inst.components.combat.damagemultiplier = 5.0 inst.components.hunger:SetRate(0.001) inst.Transform:SetScale(1.5, 1.5, 1.5) inst.components.locomotor.walkspeed = (TUNING.WILSON_WALK_SPEED * 0.2) inst.components.locomotor.runspeed = (TUNING.WILSON_RUN_SPEED * 0.2) inst.status = "psycho_drecalen" inst.components.skinner:SetSkinMode("psycho_skin", "psycho_drecalen") elseif newstatus ~= nil and newstatus == "ghost_drecalen" then inst.Transform:SetScale(1, 1, 1) inst.components.locomotor.walkspeed = (TUNING.WILSON_WALK_SPEED * 20) inst.components.locomotor.runspeed = (TUNING.WILSON_RUN_SPEED * 20) inst.status = "ghost_drecalen" end end Add some checks so that if newstatus comes up as nil, it shouldn't crash the game.
  15. might as well show me the entire function. Also is there a GetStatus function or is that the only GetStatus in the file? If there is no GetStatus function then thats why it crashes, because it'll return as nil. It might count, I don't know. I'm not the person to go to for sprite/animation related issues really.
  16. The crashlog states the GetStatus on line 50 is nil. Show us the function that contains line 50. Edit: Also I don't know what .dyn files really are. Were you making custom animations or anything?
  17. @SuperDavid Any particular reason why he needed the "reisen" tag? The issue was a typo.
  18. Which character are you playing as, the mod character or someone else? change the other line then: picker.components.sanity:DoDelta(TUNING.SANITY_MED)
  19. local function OnLocomote(inst) local sanity = inst.components.sanity.current if inst.AnimState:GetCurrentFacing() == 2 and sanity > 40 then inst.AnimState:SetBuild("drecalen") -- left normal elseif inst.AnimState:GetCurrentFacing() == 0 and sanity > 40 then inst.AnimState:SetBuild("drecalen_right") -- right normal elseif inst.AnimState:GetCurrentFacing() == 2 and sanity > 5 then inst.AnimState:SetBuild("insane_drecalen") -- left insane, remove "inst.AnimState:GetCurrentFacing() == 2" if he doesn't have a insane right_build elseif inst.AnimState:GetCurrentFacing() == 0 and sanity > 5 then inst.AnimState:SetBuild("insane_drecalen_right") -- right insane, remove this elseif if he doesn't have insane right_build elseif inst.AnimState:GetCurrentFacing() == 2 and sanity < 5 then inst.AnimState:SetBuild("psycho_drecalen") -- left psycho, remove "inst.AnimState:GetCurrentFacing() == 2" if he doesn't have a psycho right_build elseif inst.AnimState:GetCurrentFacing() == 0 and sanity < 5 then inst.AnimState:SetBuild("psycho_drecalen_right") -- right psycho, remove this elseif if he doesn't have psycho right_build end end --removed the ) at the end, now see if it works.