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Showing results for tags 'movement'.
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Heyo, been a long time. I come back with another question: Is there an animation software I can use to test the animation of my mod character? I'm having a hard time adjusting the body parts to line up. Eg. the foot connecting to the leg. I have to keep opening the game over and over just to see how my character moves. It's only because of snapshots did I realize a lot of limbs were out of wack. I used .scml but that isn't every helpful because I could line the parts up there but it won't change anything in the game. Plus I took a look at Wilson's .scml and all the parts are way oout of wack but they're just fine ingame. This is soooo confusing and frustrating. But I really want to finish my character. If anyone has some suggestions or might be able to adjust things for me I'd be VERY grateful.
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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),}
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Do you have the latest update of the game as well? I know we were having some issues with controllers not functioning properly, but they should have been addressed in one of the updates through Humble Bundle.Thanks!
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Bug Submission Please choose a category [Gameplay] Platform Steam Version Number - Issue title The Bunnies arent there Steps to reproduce create test world (yes i knew there might be bugs) create trap, trap bunnies, some come out ok sometimes they dont Describe your issue i feel the biggest reason why they disappear is because i leave them in the basket over night im not completely sure if this is causing the problems but it might be.