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52 ExcellentAbout icantevenname
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I'm making a music replacer mod and I'm wondering if there's something I could do that'll play a sound when the client dies. Just the client, not any other player.
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[Tutorial] Making Custom Skins for Modded Characters!
icantevenname replied to Hornete's topic in Tutorials and Guides
Just wondering, is someone working on an updated Mods in Menu? Sorry if it feels weird askin' this here, it feels mildly appropriate to me. -
Like this? local function gainsniperbuff(inst, data) if {eslot = "blowdart_pipe"} then player.components.combat.externaldamagemultipliers:SetModifier(inst, 1.5) end end local function losesniperbuff(inst, data) if not {eslot = "blowdart_pipe"} then player.components.combat.externaldamagemultipliers:SetModifier(inst, 1) end end ---------under master--------- inst.components.inventory:GetEquippedItem(GLOBAL.EQUIPSLOTS.HANDS) inst:ListenForEvent("equip", gainsniperbuff) inst:ListenForEvent("unequip", losesniperbuff)
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Think I did it wrong, it wouldn't stop loading. This is all in my master_postinit player.components.inventory:GetEquippedItem(GLOBAL.EQUIPSLOTS.HANDS) player:ListenForEvent("equip", "blowdart_pipe") player:ListenForEvent("unequip", "blowdart_pipe") player.components.combat.externaldamagemultipliers:SetModifier(inst, 1.5)
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I want to give a character a perk of having a higher damage multiplier when having certain weapons equipped and having it go back to normal when unequipped or not holding any of the weapons indicated in the code. The only thing I'm really stuck on is that I don't know what kind of line I use to get the game to check what my character has equipped in the hand slot.