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Found 8 results

  1. So I'm making a character who dies every 22 minutes, called the Hatchling. I have a functional script that will instantly kill the Hatchling after a 22 minute timer... but I wanted a warning system. My plan was that after 20 minutes, (2 minutes before death) a song will start playing. I made a timer script, based on the same timer for the Kill Loop. Here's the scripts I have. If someone can help me, please do! I labelled them with comments, and even put in print() functions, but the print("EndSong plays") appears in the console before the Hatchling even loads in. --Kills the Hatchling after a certain time. At release, it should be 22 minutes. AddPrefabPostInit("hatchling", function(inst) print("AddPrefabPostInit") if not inst.components.timer then inst:AddComponent("timer") end inst.components.timer:StartTimer("when the sun explodes",60*3) --should be "when the sun explodes",60*22) print("Timer start") local function YouGetKilled(inst) if inst.components.health and not inst.components.health:IsDead() then inst.components.health:Kill() print("running YouGetKilled") end end inst:ListenForEvent("timerdone", YouGetKilled) -- revive yourself here -- assume you have a home if inst.components.homeseeker then inst.Transform:SetPosition(inst.components.homeseeker:GetHomePos()) print("Going Home") end -- revive inst:PushEvent("ms_respawnedfromghost") print("respawning") inst:ListenForEvent("ms_respawnedfromghost", function() if inst.components.timer:TimerExists("when the sun explodes") then inst.components.timer:StopTimer("when the sun explodes") print("stopping timer") end inst.components.timer:StartTimer("when the sun explodes",60*3) --should be "when the sun explodes",60*22) print("restarting timer") end) end) --This script should play The End Times when there's 2 minutes left in the Loop AddPrefabPostInit("hatchling", function(inst) print("AddPrefabPostInit") if not inst.components.timer then inst:AddComponent("timer") end inst.components.timer:StartTimer("EndSong",60) --should be "EndSong",60*20) print("EndSong Timer start") inst:ListenForEvent("timerdone") inst.SoundEmitter:PlaySound("sound/customvoice") --adding this causes the game to crash upon loading the Hatchling. It doesn't give me anything useful, though. print("playing song") inst:ListenForEvent("ms_respawnedfromghost", function() if inst.components.timer:TimerExists("EndSong") then inst.components.timer:StopTimer("EndSong") print("stopping EndSong timer") end inst.components.timer:StartTimer("EndSong",60) --should be "when the sun explodes",60*22) print("restarting EndSong timer") end) end) As a note: CustomVoice is the name of the .fev and .fsb files I'm using for the song. I'll be renaming it once I get everything working properly.
  2. Hello, I need some help on how to do item sounds correctly, none of the tutorials I've found really go in depth about how to make proper item sounds, only character sounds, and I would love an explanation on how SoundEmitter actually works, I'm having trouble implementing it into my mod and if I could get an understanding of it I would probably do better.
  3. Before I get into anything I should say the only reason I've gotten this far is by looking how other people mod and do that myself, so I lack a bit of the know how on doing things completely independently. So I'm working on a character mod and I've hit a bit of a road block. I've been able to get all of the character sounds working except for the one used for the /sleepy emote. For the life of me I can't find what it's called inside the code. When remaping a sound it normally looks something like this -> RemapSoundEvent( "dontstarve/characters/keylii/talk_LP","keylii/keylii/talk_LP" ) <- or this-> RemapSoundEvent( "dontstarve/characters/keylii/carol","keylii/keylii/carol" ) <- along with a corresponding assets in the fev and fsb file. If anybody know what it's called in the code or a least point me to another mod that has a /sleepy sound, could you help me out? This has been driving me crazy! Also, sorry if this isn't quite the right place to ask this kind of stuff, i'm still kind of new to the forums.
  4. Hi guys. I need a little help with adding firing sound to my gun mod. I wouldn't be able to even start with this mod without K1NGT1GER609, so I am really grateful for his hughe input into this project. I am just a parasite without any programming skills . Let's back to main topic; so what should I do to receive firing sound of firearm ? I mean what codeline shall I use in weapon prefab file. The second part of this topic is about creating ammo magazine with certain amount of bullets inside. Is it possible (for instance of course) to put ammo in special window in my inventory and weapon will know that it should use only this ammo from special slot described as ammo magazine ?
  5. This is something I've noticed for the character WX78 and his perk of eating gears. The default food crunch audio from his eating animation is silenced and replaced with the wx78/levelup sound, which had me wondering how one would implement a way to replace the audio for animations for actions like eating, healing, or building. Here's the code from wx78 as an example: local function oneat(inst, food) if food and food.components.edible and food.components.edible.foodtype == FOODTYPE.GEARS then inst.level = inst.level + 1 applyupgrades(inst) inst.SoundEmitter:PlaySound("dontstarve/characters/wx78/levelup") end end Does anyone know how to utilize this to apply to other items? AND since this is part of wx78's prefab file, it most likely only applies to his character whereas I'm more curious how this can be applicable to mod items for anyone to use.
  6. Hey there! I need all of the different MP3 sounds for the little noises that the Glommer makes, but all of the sound effects are a FSB format. My converter doesn't work for some reason...is anyone able to give me the MP3 sound effects if possible? PS. In return, I can offer you a special coupon for my etsy store, where I sell stuffed Glommers.....if you are interested.
  7. I'm working on a mod with several custom creatures, and currently everything is done and working for the most part. However, I haven't been able to add custom sounds, primarily because FMOD designer crashed the last few times I tried to use it. A couple of the creatures do not need custom sounds. However, one of them needs to be able to play a preexisting sound at random. how would I set up a code to do this and how would I reference the sound files needed? second, does anyone have any suggestions for how to use FMOD correctly?
  8. Hey! I'm trying to make a character that is a creature which floats in the air and has a unique sound. My problems are: 1. I don't know how to give a character a unique voice/sound (the only tutorials I found were for DS and didn't work for DST) 2. Since the character floats in the air, I would like the footstep sound effects taken out for this character, but I have no idea how to do that. If anyone can give me tips or lead me to a tutorial for DST that would be awesome!
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