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Oxygen Not Included

Found 2 results

  1. Hello all, Recently I've been trying to mod DS (Not DST), and I've come across an issue where I need this DST animstate function in order to swap a symbol's z-order with another one: AnimState:SetMultiSymbolExchange("symbol1", "symbol2"); Unfortunately however, this doesn't seem to exist in the single player version of the game, and I thought I might be able to port it over by copying it from DST into DS; thing is, I can't find where Klei put these functions in the files, so I presume they are hidden from user view. I figured to post it in this forum since it kinda relates and is a lot more active than DS's one. So I ask, does anyone know if you can find them and where/if you can port it over, or, does anyone have a workaround to have this method's functionality within DS? Thank you in advance.
  2. Hello everyone, Here's the general run down I need some bright minds to help me out, I've run out of ideas. I have a custom animation and build that is constantly checking and being applied due to position via the locomotor; the problem with this is the game is constantly changing the build and animation bank so when the character dies you cannot access the ghost without everything going wonky. I want to know if I can prevent the locomotor or the set local function to stop activating and from checking said position while I'm a ghost thus allowing the build to set. alternatively, if its possible, is there a way to extend atlas's so I could just add the running build to the already created atlas and rid of the build change? the whole idea was to have a *single* run animation be applied while having the game switch back to wilson's animation bank after the run animation was done. That part works to an extent but is providing me with a large amount of issues (mostly with the ghost being unable to appear as a ghost rather then a stationary character). does anyone know of a way to have the game check your state (ie just side running) without conflicting with the ghost build? i'm going to attach my prefab.lua the function i'm having issues with is can anyone help me optimize this? Thank you so very much for your time in advance, its been a few weeks. rena.lua
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