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Found 16 results

  1. How would I make the player have all the attributes of a ghost (flying over water, increased speed boost, looks like a ghost) for a temporary amount of time? I don't want to kill then revive, because I want them to keep their inventory.
  2. Hello fellow modders and DST players, I'm looking to check if a targeted player is a ghost. This is for a resurrection ability on a healing cane I'm working on. I'd be thankful for any advice!
  3. EDIT: Okay, she's gotten an update! I tried to take the feedback into account and added the hunger rate scaling + sanity resistance stuff that was discussed, and I also made the sanity cost an over-time instead of instant. I also finally fixed that crappy portrait. full details are on the workshop post. Pre Aug 2: I'm close to finishing my first character mod! You can find info on it here: http://steamcommunity.com/sharedfiles/filedetails/?id=975191969 I'd like to know if anyone has any feedback besides the poll I've posted.
  4. EDIT2: You need to use TheWorld.ismastersim to check whether serverside in those functions or it will crash when on a server. Didn't figure that out till after I made this post, but it's not really a hard fix. EDIT: Nevermind, I went back after a while of solving other problems and finally figured it out. It turns out that the ghost doesn't "attack", it just has an aura component that damages everything around it (I didn't know what this was at the time). Overriding the follow behavior was a bit harder because the follow function in the brain was a local one which i could not directly override. For the curious, this is what I did: -Don't aggro local function IgnoreYuyu(inst) local follow_node = nil for i,v in ipairs(inst.bt.root.children) do --print(v.name) if v.name == "Follow" then --print("Node found:", v.name) follow_node = v break end end if follow_node then old_target = follow_node.target follow_node.target = function() ent = old_target() if ent and ent:HasTag("yuyuko") then return nil end return ent end end end AddBrainPostInit("ghostbrain", IgnoreYuyu) -Don't harm local function NonSaneGhost(inst) -- Exclude yuyuko (the character) from things that are damaged by the aura table.insert(inst.components.aura.auraexcludetags, "yuyuko") -- Make sanity drain calc return 0 if observer is yuyuko inst.components.sanityaura.aurafn = function(instance, observer) return observer:HasTag("yuyuko") and 0 or inst.components.sanityaura.aura end end AddPrefabPostInit("ghost", NonSaneGhost) ORIGINAL TEXT
  5. 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
  6. Haunter, the spooky spectre! This lets you play as the Pokemon Haunter in Don't Starve Together. Steam workshop link More images Health 90 Hunger 110 Sanity 230 Incorporeal - Avoids half of incoming attack damage Likes night, hates day Has no body! Haunter's incorporeal ability always halves incoming combat damage. Additionally, Haunter floats above the ground, and doesn't have any movement speed changes due to terrain. Haunter has sanity drain during day and dusk, and sanity gain at night. Spend the night in complete darkness to supercharge sanity, but don't get spooked by the Night Monster! Haunter has no body. This means it can't wear any item that goes on the body. No backpacks, no armor, no amulets, and no weather gear! In "ghost" form, Haunter becomes Gastly. I don't quite have this one done yet. I'd like to remove the footstep sound effect in an update. Let me know what you think! I have two issues currently. The first is that movement is jumpy for the client. While the host doesn't have movement speed change due to roads or spider creep, client will speed up and get knocked backwards every 2 seconds or so. I only have 3 lines of code in haunter.lua for this: inst:AddComponent("locomotor")inst.components.locomotor:EnableGroundSpeedMultiplier(false)inst.components.locomotor:SetTriggersCreep(false)The second I listed up higher; I don't want the footstep sound effect when moving. I think I'm missing just a few lines of code for this one. Here's what I have in modmain.lua local states = { State { name = "haunter_run_start", tags = {"moving", "running", "canrotate"}, onenter = function(inst) inst.components.locomotor:RunForward() inst.AnimState:PlayAnimation("run_pre") end, events = { EventHandler("animover", function(inst) inst.sg:GoToState("haunter_run") end) }, timeline = { } }, State { name = "haunter_run", tags = {"moving", "running", "canrotate"}, onenter = function(inst) inst.components.locomotor:RunForward() inst.AnimState:PlayAnimation("run_loop") end, timeline = { }, events = { EventHandler("animover", function(inst) inst.sg:GoToState("haunter_run") end) } }, State { name = "haunter_run_stop", tags = {"canrotate", "idle"}, onenter = function(inst) inst.Physics:Stop() inst.AnimState:PlayAnimation("run_pst") end, events = { EventHandler("animover", function(inst) inst.sg:GoToState("idle") end), }, }, }AddStategraphPostInit("wilson_client", "haunter_run_start")AddStategraphPostInit("wilson_client", "haunter_run")AddStategraphPostInit("wilson_client", "haunter_run_stop")local events ={ EventHandler("locomote", function(inst) if inst.sg:HasStateTag("busy") or inst:HasTag("busy") then return end local is_moving = inst.sg:HasStateTag("moving") local should_move = inst.components.locomotor:WantsToMoveForward() if inst:HasTag("sleeping") then if should_move and not inst.sg:HasStateTag("waking") then inst.sg:GoToState("wakeup") end elseif not inst.entity:CanPredictMovement() then if not inst.sg:HasStateTag("idle") then inst.sg:GoToState("idle") end elseif is_moving and not should_move then if inst.prefab == "haunter" then inst.sg:GoToState("haunter_run_stop") else inst.sg:GoToState("run_stop") end elseif not is_moving and should_move then if inst.prefab == "haunter" then inst.sg:GoToState("haunter_run_start") else inst.sg:GoToState("run_start") end end end),}
  7. Hello. I was working on a character mod and I hit a bit of an artistic roadbump. The very last thing I need to do is to create the talking ghost sound effects for my character. I know how to insert sound effects into the game, but I am not familiar with how these sounds were made. As an example, here is Willow's voice before and after she becomes a ghost: Willow Talking SFX.zip What effects would I apply to Willow's normal voice to make it sound like her ghost voice? A friend told me it has something to do with flanger, chorus and reverb but I'm not sure how to apply those effects.
  8. So ugh. I'm more of an artist than a coder and have been having a few problems... This is one of 'em. I've been using the esctemplate and haven't messed around with anything in the spriter file (she actually turns up fine in that), yet every time I use her in the game I get... that. I've tried deleting the anim file and having autocompiler make it over and over, but for some reason nothing seems to work. Any idea what's going on?
  9. Hey there! long time no modding- I need some help, so I'm currently porting my regular don't starve character into dst but i've run across one big issue. I have coded my character correctly and everything was ready to go, till I stumbled upon an issue; when you die after transforming the characters ghost will not appear. upon searching around I found some similar issues but I cannot see how to fix this occurrence on my own. I would be very ecstatic if someone could help me finish this off and tell me why this is happening in the first place. I understand that the files are critically mismatching but why? i've looked at wolfgang and I can't seem to grasp how his works and how I can fix mine with his coding. i've attached a screenshot of the issue and the prefab.lua that I have been working on. rena.lua
  10. So. Whenever a character that emits light ( Example: A character with a lightbulb for a head ) dies and gets revived in DST, it comes back... without the light. At least, for me. Here's what I did-- I'm probably forgetting something. local function stuff(inst) inst.entity:AddLight() inst.Light:SetRadius(2.5) inst.Light:SetFalloff(.5) inst.Light:SetIntensity(0.3) inst.Light:SetColour(245/255,255/255,245/255) inst.Light:Enable(true)endlocal master_postinit = function(inst) -- choose which sounds this character will play inst.soundsname = "wilson" inst:ListenForEvent("ms_respawnedfromghost", stuff) stuff(inst) endOf course, this is in the prefabs file. Oh and if it was possible, could anyone suggest code solution for being able to emit light -only- at night? That would be neat. I can't seem to nail one.
  11. This means nothing but her pigtails don't look like pigtails after a while They look like elf shoes Willow is secretly a floating elf with a bedsheet on
  12. say, do u think that ghosts should appear at night in the grave instead u randomly dig it out?and is there a points for grave robber some stuff for something? since the research system was change?beside finding the amulet, is there any value of using small rocket, robot toy, garden gnome etc?I demand more occult paranormal entities!! pretty please?i like the sanity meter, but it needs more to it.for example when sanity drop below than 30, we see trees and bushes, everything were twisted and deformed like from "the cabinet of doctor caligari" something from german expressionism.i saw jackalopes turn into beardlings but what about others? beefalos, tallbirds, bees, butterflies, koalephants, birds, frogs etc. do they turn into beardlings? i want to see their twisted version.and also the characters quote in insane version, which is make sense that how the character react when they saw somethings terrifying.Boy, i hope the insanity will improve in the next update.
  13. Will there still be a regular update trailer or will the stream + image be the only trails for the winter update? I'm wondering because we don't normally have an image trailer on the website so yeah. Maybe a mod can answer this question or something. Thanks.
  14. I love running around with a torch at night -- seriously. Any character can kill and get a morsel from a sleeping rabbit at night with a torch. But I just like getting the extra explore time in (before I have my ass handed to me.)
  15. So my idea is that when we dont sleep at night we would become more tired and we wouldnt recharge our HP by only eating. The straw roll should be one of the few things that would make us recharge our HP and to do it we would have to rest for 3 days no less or more. What do you guys think about it ???
  16. I had an idea that when you start a new game on the same world after a death, the world could be haunted by your past life. This could be in the form of a ghost or 'zombie'-like representation of your old character that could act as another monster at night. Maybe the world itself could become more withered and eerie each time you die and start a new game as if it is haunted by the death of your character. This would increase the difficulty each time you started a new game, which would make sense as you become more familiar and able with the game and wanted a new challenge each time. I don't know, maybe that is a terrible idea.
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