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About icantevenname

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  1. Do you mean "skins"? There's a tutorial and API on this forum. Be sure to credit the guy who made it.
  2. 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.
  3. 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.
  4. Ah, you wanted me to remove the words GLOBAL. I thought you wanted me to removed the lines with GLOBAL in them. Works like a charm now, thanks! Also thanks for putting up with me. I'm not exactly a smart man.
  5. It's still demanding a GLOBAL variable. I'd removed the only one left but it's the if data.eslot == GLOBAL.EQUIPSLOTS.HANDS then one. Do I make some sorta dummy GLOBAL variable?
  6. I see. But when I try to play the character, the game says that GLOBAL isn't declared. Is "somethingsomethingsourcekey" a place holder for me to replace or just an inconsequential name you made up?
  7. 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)
  8. 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)
  9. Just making sure, the "modifier" in the () is meant to be replaced by the value of the multiplier, right?
  10. No, I've done everything else I want to do with the character. All that's left is the weapon-specific buff.
  11. Okay, I overestimated my coding knowledge. I think the only thing I got right was what you told me and the table I made that lists the weapons that should cause the buff...
  12. 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.