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Showing results for tags 'codehelp'.
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Hello, i was wondering if you could help me add a configurable (mod cofiguration options) cooldown to a spell that i got in a weapon, this is the code for the spell: I also got this for them to work: I would like that when you cast the spell you would get a message saying how much cooldown left you have, if any, otherwise casting the freeze spell. Here i'm adding a zip example of this behavior by @DarkXero, he gave me this example a year ago (god bless you bro, you're the best). I tried everything to add this cooldown to my freeze spell but all i got was CTD. Thanks a lot for your time, i sincerely appreciate your effort by comming here to help me, someday i'll be good in this and i'll help you all back somehow. spellbooks.zip
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Hello, i found an odd problem, my prefab weapon only spawns when you select my character mod if you are the host. If you are not the host and you choose my character, the first slot from the inventory where the weapon should be is empy. This is my prefab full code: And of course, my character (named caius) has this: Do you guys see something on my weapon's prefab code that could cause this? The mod works perfectly for the host, this is really weird. Additional info about the bug: When i enable caves, even as a host i don't get my weapon. I'm very close to publish my mod, basically the only thing missing is the character desing, but this new bug is a huge step back, i hope you guys can help me.
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Hello, i'd been away for almost a year and i wish to continue with the mod i left behind, i want to publish it but there are some stuff to do before is ready for it. I made a weapon that shots fire, but the default fire looks awful, i was wondering if it was possible to change it for a better looking one. Is it impossible to change the default fire_projectile? Is just so awful. (i don't mean the fire it self from when something is burning, that one is fine, i mean the projectile) I saw an amazing fire effect the other day in the mod called "Geralt" (based on the witcher books), if you see the 3rd picture of the mod, the fire looks amazing, the problem is that he's using "onhit" codes, so there is not "onequip" animation, and because my mod is an equipable weapon i made the necessary ground_myitem and swap_myitem png files, so how can i make my own png image animation for the file projectile, is it possible? I hope i'm explaining myself enough, i strongly recommend just checking the 3rd picture from the geralt mod and you'll know what i mean. I notice he made his own fire image animation so that it looks that amazing, but where could i put my own animation for the projectile when i already have a ground and swap animation? Is there a way to also change projectile animation? PD: The image itself is not my problem ofc, my doubt is - what - codes should i be using and - where - to make the fire_projectile look how ever i want it to look, having prepared a costumprojectile.zip with the costum projectile animations, or the png's to replace the projectile. I though that maybe i could change this part of the weapon's code: inst.components.weapon:SetProjectile("fire_projectile") Replacing ("fire_projectile") with my desired animation.zip - but the result was that the weapon stop working/shoting, so i'm clueless on what to try next. I'm opened to any suggestions. Thank you in advance.