InspectorDave

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About InspectorDave

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  1. I know KLEI already said that they don't want to add steam/PC achivements because it would create achievements hunters, that would try to obtain them and then brag about them, but still. DST is a great game, with A LOT to do, and it would be amazing to have like a "guide" or list of "to do" to guide you through the game. I've started several worlds with up to 8 friends (thanks to some mods) but after deerclops it got really boring, because we weren't having any trouble surviving and we didn't know what to do next. I also have a +300 days world in DS, and I stopped playing because it got boring. What I mean is, KLEI, if you add achievements some people will brag about them, but almost no one will pay attention to them. You will be adding players a lot to do, and a lot of people will start playing it again (I know me and my friends would). Also, DST is mostly a CO-OP game, you will be adding a reason for people to improve and get better instead of just starting lots of worlds that last less than 40 days. I know that this posts will probably go unnoticed, but still, I just wanted to give my point of view. In case you read it, thank you (Sorry for my bad english)
  2. THANK YOU SO MUCH. YOU ARE TRUE HERO. REALLY DUDE THANKS. I CAN'T THANK YOU ENOUGH. Really, thanks. The mod should be finished by friday now, thank you gain.
  3. Hello, so, I've been working with this particular mod for a very long time now (more than months). Everything is fine, I don't have any errors or anything, the only problem, is that i don't know how to make a light that turns off slowly. Bassically, "onatack", my item starts emiting a light, and after 5 seconds, it turns off. If I hit only once, it works perfectly. Now, the thing is, if I atack a lot, instead of staying on for 5 seconds and then turning off, it will start flashing. This is because the action of turning off from the first hit won't be cancelled. This is the part of the code where i'm stuck: local function updatelight(inst) if inst.light then if inst.light:IsValid() then inst.light:Remove() end inst.light = nil end end local function onattack(inst, owner, weapon, attacker, target) if inst.light == nil or not inst.light:IsValid() then inst.light = SpawnPrefab("lightspearlight") end inst.light.entity:SetParent(owner.entity) inst:DoTaskInTime(0, updatelight) end I tryed to find a way to cancel the "updatelight" function so it won't start flashing, but i haven't found it. Please help (Sorry for my broken english)