pickleplayer

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About pickleplayer

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  1. Oh, yea that would be a pretty simple way to do it. Thanks! I'm sure your method would have worked, but I realized recently that despawning the player after joining would cause other issues with other parts of the mod, so I had to find an alternative. I did finally figure out how to despawn them as they leave though. Attaching "DeleteUserSession(inst)" to a the playercommon's OnDespawn function does the trick for everyone except a local host. Luckily, this doesn't need to apply to the host, so it works out well for me.
  2. Hey, whatever happened to that DST Smash mod?

    1. pickleplayer

      pickleplayer

      I'm actually still working on it. I know I've been pretty quiet about it lately, but I decided I didn't want to keep giving out updates with no sure end in sight, so I've been holding back any info until I can get the mod to a point where it's pretty much done.

      It's getting close though. Like really close.

  3. So I'm trying to create a scenario where anyone who joins the server, even if they have played on the server previously, is forced to pick a new character and respawn as if it was their first time joining. I imagine the cleanest way to do this would be to run TheWorld:PushEvent("ms_playerdespawnanddelete", player) as the player disconnects, but haven't been able to get this to work because TheWorld:PushEvent("ms_playerdespawn", player) is already pushed as soon as the player disconnects, and so I'm pretty sure it's trying to delete the player twice. It doesn't crash, but the main menu becomes frozen in time and breaks the game until you restart. If I can't get the character to be removed on disconnecting, another lazy alternative would be to just despawnanddelete a player whenever they connect to the server with an existing character. Unfortunately, "ms_playerjoined" happens any time a player spawns, regardless of if it's their first time picking a character, reconnecting to an existing one, or respawning as a new character within the same session. So I'm kind of unsure where to go from here. Maybe there are some other events that I'm not familiar with, but I don't do a whole lot with server events so I'm hoping someone will know more than I do.
  4. In the singelpayer version of Don't Starve, there are world generation settings that generate the world into islands. But last I heard, the devs were unable to bring that feature into the DST version. That was some years ago though, so maybe there have been changes or ways around it discovered since then, but that is the last I heard on that topic.
  5. It looks like one of the anim files I was relying on was removed a while back and I never noticed. Does anyone happen to have a copy of corner_dude.zip?
  6. Each character has their special properties code in their prefab files. so in the games files you'd find it in scripts/prefabs/wortox.lua You'll notice a lot of similarities in the way it's structured compared to the extended character template, like how it also has a common_postinit and master_postinit function. you'll pretty much have to make your template's code look like his. and he has a lot of code to copy over.
  7. Give it a try and see what happens! Don't be afraid to get messy with things that may or may not work. Trying things out and running them in-game to see what they do is the best way to learn how to mod. There's a good chance that what you have is a step in the right direction.
  8. Things are looking pretty good with this change! To test it out I ran the sim at double speed while running a youtube video, rendering a video, and screen-capturing to get the game down to 20 fps. But the result is a 100% hit rate compared to a 30% hit rate without the change. And all without bloating hitbox lifespan under normal conditions. Thanks!
  9. I think Abigail's AOE is more of a health drain than an actual "attack." I think a better place to start would be to look into special attack abilities that characters have. Wigfrid's file (which is wathgrithr.lua for some reason) has a "heal on hit" mechanic would be a great starting point, since the "battleborn_onattack" function has pretty much all the data you'd need there already, minus spreading damage out to nearby enemies. For splash damage, groundpounder.lua has some basics about damaging nearby entities in it. Something like this is a basic start local x, y, z = inst.Transform:GetWorldPosition() local ents = TheSim:FindEntities(x, y, z, 3, nil) for i, v2 in ipairs(ents) do if v2 ~= self.inst and v2:IsValid() and v2.components.health ~= nil and not v2.components.health:IsDead() and self.inst.components.combat:CanTarget(v2) then self.inst.components.combat:DoAttack(v2, nil, nil, nil, self.groundpounddamagemult) end end This was mostly just copied and pasted scraps from that file, so you'd have to replace any of those variables with whatever they would be in your case
  10. Oh man guys, I gotta be real, I'm not so hot with coding terminology but I'll do my best So basically forego the physics collisions for just checking for entity proximity every frame? I guess that would be one way, but I really like being able to use physics entities because you can attach motors and stuff to them. Also with all the varieties of shapes hitboxes can take, mathing them all out would be rough. and I just finished the 3rd hitbox rewrite, i would hate to do another one. But yep, it's for that mod. Things are coming together, now I'm trying to polish off these rough edges that have existed since the beginning. Ok I'm pretty sure I get what you're saying. Spawn a dummy hitbox on top of every hitbox for the purpose of detecting a collision so that it can then be marked as eligible for removal? I was thinking of something similar at one point but I was worried doubling the number of active physics detections on screen would reduce performance. But I've been tinkering around with it for a while and I think I got something started. So this physics partner attaches itself to the hitbox, and as soon as it collides with it once, it marks it and removes itself. Once I'm done messing with it I'll let you know how it turns out, but I think this might do the trick
  11. So I created a hitbox system that spawns an entity with a given shape and size that uses physics collision callbacks to determine if it has come into contact with anything. The hitbox is given a "lifespan" for number of frames it will exist before it gets removed. This has worked pretty good for the most part, but there is one flaw. For cases where the hitbox needs to exist for a very brief period of time (1 frame) if the game goes through a lag spike during that time, it can cause the hitbox to "skip" it's physics collision check before it gets removed on the next frame. I've been trying to think of ways around this, like if I could somehow tell if a physics entity has been active long enough to run at least 1 physics collision check, but I haven't had any luck so far. Currently, making lifespan a 2 frame minimum seems to help, but it's such a lousy solution and is still not 100% safe from lagspikes. Does anyone else have any ideas?
  12. That's quite a few mods... I'm not that surprised it crashes. It's likely there are at least a handful that are causing issues because of incompatibilities with each other. If you can figure out which ones are crashing, you can disable them one by one until you have a set that works. Since you aren't getting a crash screen, you'll probably need to check the crash log for clues. If you're on a pc, it's usually Documents\ klei\DoNotStarveTogether\client_log.txt If you can post that text file in here, that might help
  13. Can you show us some of your code so we can get an idea as to what you're going for? It can be hard to troubleshoot coding issues without the code
  14. Ooo, yes this is exactly what I was looking for, thank you so much! I should've thought to check out caves, I forgot they still use that texture
  15. Kind of a strange one but maybe someone knows something I don't; So when the Turn of Tides update was released, the old wave and cliff textures essentially became unused. They're still there, and there are some settings that let you turn them back on. But the old cliffside texture "falloff.tex" now fades away sharply into the lower Y axis, and hardly any of it is visible anymore, where it used to be visible for quite a ways down. (ignore the green dot lol) My initial thought was that they simply changed the texture and that I could just replace it with the old one. But when I checked the current falloff texture, it looks unchanged to me. This leads me to believe it's probably being done with some sort of texture altering code behind the scenes, and hopefully something that I could just undo in my mod, but I'm not sure where I would find it. (or if thats even the cause in the first place) I know it's not any sort of fog that applies to any sprites below the Y axis, because other sprites I place down there show up just fine. Anyone have any clue as to where I could find a way to undo whatever caused this texture to change?