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Found 10 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. I was wondering if anyone has an ideaBelow is the function from a chessjunk prefab that gives 10% chance to spawn hostile clockwork when hammered.I'd like to mod this so that it has a greater chance to spawn hostile clockwork if the source of being hammered is _not_ a player. (such as being struck by a rook's charge, or by a meteor)=-=-=-=-=-=-local function OnHammered(inst, worker)inst.components.lootdropper:DropLoot()if math.random() <= .1 then -- increase this chance if action is NOT from playerlocal pos = inst:GetPosition()TheWorld:PushEvent("ms_sendlightningstrike", pos)SpawnScion(pos, false, inst.style, worker)elselocal fx = SpawnPrefab("collapse_small")fx.Transform:SetPosition(inst.Transform:GetWorldPosition())fx:SetMaterial("metal")endinst:Remove()end=-=-=-=-=-I can easily mod it to change this to a higher chance, but am not sure how to discern if the action is coming from a player.Thank you
  3. 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!
  4. Hello fellow modders and DST players, I hadn't wanted to post this so early to our other posts. But I need a solution for this to help my family find us on our server. Hence i'm deciding to make a revamp of the player indicators portion of the Global Positions mod. This mod will be compatible with or without global positions. Well, onto the details... Details: These player indicators will function the same as with Global Positions mod, except specifically for friends of your steam account. (Newish!) Player indicators increase/decrease in size as other player moves closer/farther away. (Same as original) Player name will appear when hovering over the indicator. (Same as original) These player indicators will remain on screen permanently. (New) These player indicators will only appear for you and other users on your friends list. (New) These player indicators will only show for friends, with or without Global Positions mod enabled. (New) Mod is compatible with or without Global Positions enabled. (New) If you have any further questions, feel free to post a message. I'll be posting the file for global positions as well as looking at files later today for analysis. I'd be extremely grateful for the help as I want to make this function on our server rather than have all users show up. This is also due to I wanting to increase our server size in the near future as well as host it as dedicated server. workshop-378160973.zip
  5. I'm trying to give my character an ability that triggers when the X key is pressed (because there are already too many actions tbh and this ability doesn't use an item, it's just always there passively), targeting whatever the mouse is over. The ability in this case is the ability to haunt things. She's supposed to walk towards the target if not in range, just like normal actions. It works perfectly on host but on server she will be delayed for a bit, then teleport in the direction she's supposed to be walking and then start sliding towards her destination. I tried making the client just play the run animation at the start but it doesn't fix the initial teleporting issue. Trying to change her state to run or run_start or anything doesn't work either. I've spent a good two days just digging through the files for playercontroller, locomotor, actions, etc. trying just about every change I can think of and it seems like I can't get anything to work, I can only ever get halfway. Whenever I try running the locomotor on only the client, I can't get the action to proc at the end. If I try running the locomotor on both client and server, the action instantly fails on the server if she's not already in range to use the ability. If I set act as the action for bufferedaction instead of using ACTIONS.WALKTO, it doesn't run when she reaches her destination. ModMain.lua: yuyuko.lua: This is what happens: http://i.imgur.com/JuQ1KUV.gifv
  6. Say I have 2 bernies and a player check that I am working with. I want to add a piece of code that would allow a bernie to check whether a player already has a bernie following (essentially trying to make it so that only one bernie can follow a player at a time). Any idea how I would create this check? I'm not sure how I would add that to this function exactly (this is in berniebrain.lua):
  7. I believe I asked this before once when creating an animation, although I've forgotten stuff about this now. Say I wanted to extract player_idles animations so that I could open up certain player character animations in Spriter. The file contains only an anim file. Where exactly would I find the build and atlas-0 for this file? I've tried to take two other build and atlas-0 files from player_actions and player_hit_darkness, but I didn't get the necessary textures for the specific animation.
  8. Hello, I need your help... So, I would like when my character's insane to give other player characters (that are kinda close to my character) a 50% speed boost but I really have no clue how I would do this ... I feel so ashamed I ask for so much help but it's all I can do ... Any kind of help makes me super happy & thanks for reading as always !
  9. I'm wondering if it's possible to switch the examine line towards a certain character. For example, instead of saying "It's Playername!" when you examine the character, it says something else such as "Run for the hills!". I'm also wondering if the said change can be made to use the characters existing speech. Basically, when examining the character, I want the examine line to be the one for Bearger. I've tried, and I can't seem to get it to work with players. Also, is it possible to switch the name when you mouse over to examine the player? So instead of saying "Examine Playername" It says "Examine Bearger"? If anyone has a clue, I'd really appreciate some help. Thank you for your time.
  10. I played this game during the BETA, long before it was available to everyone on Steam... thus, long before the tons of characters and content, and the purchasable expansion, and before the whole multiplayer thing was even mentioned, let alone thought possible. I was always obsessed with studying and collecting information about a strange world that was exotic, deadly, and unexplored. In the time I've played I've discovered many unique things about quite a few of the characters, creatures, relics, and then some. I thought I'd make this thread simply to put together everything I'd discovered. Other people are also welcome to add things to this thread, but please keep theories and rumors to a low, it would be nice to just have things we have complete certainty on, rather than people making up stuff and then arguing because no side has proof on what is true. So... this thread will have me, and others, posting what has been discovered as fact about the odd dimension the player's character is sucked into, and what exactly is discovered about each character, as well as each form of life and mysterious object found. We might eventually run out of facts, and need to rely on updates as well as things mentioned from Klei. We also may eventually need to make use of even more cryptic methods of learning, such as the rare symbols and letters seen in every trailer Klei makes and hides them in. Hopefully we will spread light on things. And please... if something is a spoiler to a critical part of the storyline and or game progression, make sure that you warn people of it being so and properly make it as such.
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