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About Eusong

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  1. I'm trying to make an item that modifies a component when a player is near it. I'm experiencing a crash and there's no log. I know how to check for one- there is no log. At all. Sooo....I'm stumped. Any thoughts of what could be wrong?
  2. Oooh, okay. Thanks! Hopefully this should fix it.
  3. Part of me wonders if it's a problem with the Spriter project, but Idk how to tell if that's it. Any help? :c
  4. Lol I was wondering if I was the only one having trouble.
  5. ^That shows the bug in action.
  6. Anyone? I'm really stumped as to how to fix this.
  7. Basically I'm trying to make a custom armor but whenever it's equipped and the player is facing forward, the image for when it's on the ground is visible, attached to the player's behind. Here's the code for the armor piece. As far as I can tell, there's no reason it should be doing this.
  8. local G = GLOBAL AddPrefabPostInit("player_common", function(inst) if TheWorld.ismastersim then inst:AddComponent("rads") end end)
  9. Alright, I changed that in the modmain but it still says rads isn't defined whenever I try to change the value. :/
  10. Aaand, now it doesn't even recognize rads as a value.
  11. ConsoleCommandPlayer().components.rads:SetPercent(n) Where n was replaced with whatever number I wanted to test out. Anywhere from 0 to 0.5 to 1. Also, how would I edit the player_common and classified otherwise?
  12. ....I answered your question in my initial post...I'm not sure how else to explain it.
  13. I'm trying to make a radiation component that, as you get irradiated (variable gets closer to 0) your maximum health goes down. I've been using console commands to change the variable number but nothing's been happening. I'm stumped. Any help?
  14. Modded Skins Showcase

    I don't think it's fair to judge whether a mod is good quality or not. Unless it's fundamentally broken, of course. I dislike some of the style of the artists that other people really enjoy on the workshop, but I recognize they're not bad mods.
  15. It works! Thank you so much.