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Oxygen Not Included

Found 4 results

  1. whenever i try to run the code it will work till the actually action happens saying "attempt to index combat (nil value)" it happens whenever the attack happens and this only actually accrues when caves are turned on; any help is appreciated local touch = State{ name = "touch", tags = { "doing", "busy", "prechanneling","touch" }, onenter = function(inst) inst.AnimState:PlayAnimation("channel_pre") inst.AnimState:PushAnimation("channel_loop", true) inst.sg:SetTimeout(0.7) end, timeline = { TimeEvent(7 * FRAMES, function(inst) inst.components.locomotor:Stop() inst.sg:RemoveStateTag("busy") end), }, ontimeout = function(inst) inst:PerformBufferedAction() ---------> this is when the error happens inst.AnimState:PlayAnimation("channel_pst") inst.sg:GoToState("idle", true) end, } AddStategraphState("wilson_client", touch)
  2. So, somehow I'm actually on college to learn programming but LUA's kicking my ass hard. I need some help making a function (or anything, really) that makes him get a speed boost on two separate wetness levels, as in: >29, speed is multiplied from 1 to 1.05 >59, speed is multiplied from 1 to 1.2 Everything else on the code is sorted out correctly, this is the only thing that's being a problem to me right now. An optional thing I'd like to add but, once again, is optional and not required, is making held weapons slip more easily than on a vanilla character since he's pretty clumsy. I tried some codes I found on the forums, but none of them worked properly. One did manage to kiiiind of work, until I got the wetness above 59. Then the game crashed. Current attempted code screenshots as follows: (on local functions before master_postinit) inside master_postinit I've tried other methods but this one was the least buggy one up to now.
  3. Hi, I have this troublemaker in my master_postinit, but no matter how hard I try I just can't succeed. I want it to be dependent on % chance, but as I said this is far above my reach. I know that first part... handle.deststate = function(inst) return "doshortaction" end ... proceeds without executing the rest of code, but when I want to manipulate all those lines to be harmonized it just ends with clusterdisaster. local master_postinit = function(inst) local function custperc(inst) local handle = inst.sg.sg.actionhandlers[ACTIONS.PICK] if math.random() < 0.5 then handle.deststate = function(inst) return "doshortaction" end return if math.random() < 0.5 then "doshortaction" end end else inst.components.talker:Say("I have to rest...", 2.5,true) end end Thank you kind stranger, just in advance.
  4. I want to make the character in my mod able to transform when attacked or below a certain amount of sanity. I do understand some code but not all of it, I looked at Woodie's code but some of the code that allows him to transform I don't really understand, so I was hoping to get a little bit of help with how to make my character transform when attacked or below a certain amount of sanity.