ColombianCam

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About ColombianCam

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  1. Postinit for woodie, lucy

    I've solved most problems by directly changing the tuning values by using requires tuning, however I can't still change exactly the weremoose and beaver workable actions to be more efficent, it crashes when I use workmultiplier.lua, The value of tackle work 2 is equivalent to honeycristals. AddStategraphPostInit("wilson",function(sg) if sg.states.tackle_pre~=nil then local old_onexit = sg.states.tackle_pre.onexit local function new_onexit(inst,...) -- print("tackle_pre") inst.components.combat.externaldamagemultipliers:SetModifier("TackleDamage", 1.5) if inst.components.workmultiplier ~= nil then inst.components.workmultiplier:AddMultiplier:SetModifier("TackleWork", 2) return old_onexit(inst,...) sg.states.tackle_pre.onexit = new_onexit end if sg.states.tackle_stop~=nil then local old_onexit = sg.states.tackle_stop.onexit local function new_onexit(inst,...) -- print("tackle_stop") inst.components.workmultiplier:RemoveMultiplier:RemoveModifier("TackleWork") inst.components.combat.externaldamagemultipliers:RemoveModifier("TackleDamage") elseif inst.components.workmultiplier ~= nil then inst.components.workmultiplier:RemoveMultiplier:RemoveModifier("TackleWork") end return old_onexit(inst,...) sg.states.tackle_stop.onexit = new_onexit end if sg.states.tackle_collide~=nil then -- when colliding with something, tackle_stop is not called, so we have to revert the damage to normal here local old_onexit = sg.states.tackle_collide.onexit local function new_onexit(inst,...) -- print("tackle_collide") elseif inst.components.workmultiplier ~= nil then inst.components.workmultiplier:RemoveMultiplier:RemoveModifier("TackleWork") return old_onexit(inst,...) sg.states.tackle_collide.onexit = new_onexit end end) I couldn't get it to work so I just used directly the honey crystals buff; It's exactly what I intended in relation to work values, where I wanted the tackle to go from 8 - to 15, but instead with honey crystals it goes to 16. AddStategraphPostInit("wilson",function(sg) if sg.states.tackle_pre~=nil then local old_onexit = sg.states.tackle_pre.onexit local function new_onexit(inst,...) -- print("tackle_pre") inst.components.debuffable:AddDebuff("buff_workeffectiveness", "buff_workeffectiveness") inst.components.combat.externaldamagemultipliers:SetModifier("TackleDamage", 1.5) return old_onexit(inst,...) end sg.states.tackle_pre.onexit = new_onexit end if sg.states.tackle_stop~=nil then local old_onexit = sg.states.tackle_stop.onexit local function new_onexit(inst,...) -- print("tackle_stop") inst.components.debuffable:RemoveDebuff("buff_workeffectiveness", "buff_workeffectiveness") inst.components.combat.externaldamagemultipliers:RemoveModifier("TackleDamage") return old_onexit(inst,...) end sg.states.tackle_stop.onexit = new_onexit end if sg.states.tackle_collide~=nil then -- when colliding with something, tackle_stop is not called, so we have to revert the damage to normal here local old_onexit = sg.states.tackle_collide.onexit local function new_onexit(inst,...) -- print("tackle_collide") inst.components.debuffable:RemoveDebuff("buff_workeffectiveness", "buff_workeffectiveness") inst.components.combat.externaldamagemultipliers:RemoveModifier("TackleDamage") return old_onexit(inst,...) end sg.states.tackle_collide.onexit = new_onexit end end)
  2. Postinit for woodie, lucy

    it doesn't work. I tried putting the parenthesis around the runspeed value, going back before runspeed and just pasting underneath inst.Physics:ClearCollidesWith(GLOBAL.COLLISION.LIMITS) inst.components.locomotor.runspeed = TUNING.WEREGOOSE_RUN_SPEED*2.5)
  3. Last time I made a thread, it was about the woodie rework, a user named serpens pointed to me out I should use modmain whenever directly changing a pre-existing game file, in this case woodie scripts; However I have no clue how to do so, I'm gonna post some code that it's in the woodie and that I want it to be in the modmain, if someone could help me, because I had to redo my whole mod because a new update bricked it, I don't wanna be updating each time they update the woodie script. I used a compare plugin on notepad +++ to easily spot these changes from the woodie original script to my modded one. woodie.lua lucy.lua modmain.lua
  4. woodie rework

    I published the mod. https://steamcommunity.com/sharedfiles/filedetails/?id=1532502411
  5. woodie rework

    Hey dude, your script keeps crashing the game because of missing then or ends expected, I've tried fixing it but I can't.
  6. woodie rework

    sorry if I'm not being quite responsive, I really just want to get the moose to do more damage while charging, I haven't played all day but mod so I feel angst. I'm working on it.
  7. woodie rework

    No I had no solution, sorry. Instead of making the person teleport can we make the player "die" sort of falling to his death and teleporting to the portal?
  8. woodie rework

    worked like a charm, however it has a bug, on load it no longer can transverse borders but mine is bugless, I don't know how to fix it. Now I want to make the moose have more damage while charging then normally attacking. The logic is to make the weremoose not that OP, make him one shot spider baddies and one shot hounds if you charge at them.
  9. woodie rework

    Guys, I stressed out all the options there was availaible, but it didn't seem to work, I bet my money is that the drownable component has something to do with world limits but I gave up already and found a workaround which is adding inst.Physics:CollidesWith(COLLISION.LIMITS) to forms such as woodie, moose, beaver under onbecamemoose/human/beaver and instead in onbecamegoose inst.Physics:ClearCollidesWith(COLLISION.LIMITS), thanks guys.
  10. Hello, I want to make the weregoose to fly on the cave ruins holes by editing some components that allowed it to walk on water. So there's components that allow this happen inside the script of woodie, I edited it and pasted it the "floater" component right next to the "drownable", still doesn't work. woodie.lua