#Jacob's Moons & JLL

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lean bone
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damn you caught me. I actually programmed magic wesley as a test for you guys

balmy blaze
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I always knew Wesley wasnโ€™t a real person

willow stone
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Hey guys can I get a reaction

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Pretty please

timid zealot
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im trying to make a throwable item, but i dont understand how curves work, and i cant pick a good quick curve for the items projectile curve

lean bone
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if you don't want to care you can just copy the curves from vanilla stun grenade or easter egg. modify if you want anything more out of it

split mural
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Is there like

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A list of what everything JLL can do
Or can you only see it all in unity

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Bc i gotta lock in for smth iโ€™m doing

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and it looks like the perfect dev tool to use

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as a person who cannot dev to save his lif

woven sparrow
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Most things are self-explanatory but there are some tips in them too. If you have any questions you can also just ask in this thread and someone who used it / Jacob will answer you

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I think I took these pics with the latest JLL, but im not entirely sure.

split mural
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I see

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Who is this rambunctious rabblerouser jeb emojiing the chat

woven sparrow
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Good question.. can I get a stevy?

broken ether
pliant viper
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Hey hey! I've got a question in regards to the item spawning script and with something else kind of specific. With the scrap spawning script, I'm attempting to have a global prop for an interior spawn a walkie talkie should it appear. Despite the global props disabling on a negative chance roll, every single place where it could appear its spawning a walkie talkie. Is there any way to disable the script if the parent game object is disabled?

As for the other thing, is it possible with one of the scripts to make an animator act like the "Animated Sun" script in regards to matching time progression and to change according to the weather? I have some skylights I'd want to match the time of day but also be compatible with mods that can extend the day

lean bone
# pliant viper Hey hey! I've got a question in regards to the item spawning script and with so...
  1. Unless your triggering the item spawner manually you're probably using the OnAwake spawn item which does only happen when the object (and all of it's parents in the hierarchy) are enabled. If any of them are disabled it won't run. What's probably happening is you're having the itemspawner enabled to start with which is why they're all triggering before they're deleted. The correct way to do something like this would to be spawning the objects randomly instead of having them in your tile and randomly deleting them after they've fired.

  2. I have a script for exactly this. DayCycleAnimator can be used to sync an animator with the game's day cycle. put the script on the same object with the animator component and in the animator create a float and call it "time". then you parameterize motion time and link it with your time variable.

split mural
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@lean bone so i'm having an error pop up in the bottom there saying the JLL.dll wasn't found

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despite it

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being there

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i think unity's a little confused

woven sparrow
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For the other two you dont need to

split mural
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the references thingy?

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wait a sec

woven sparrow
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Click on JLL and i think its the second option in the inspector

split mural
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these?

woven sparrow
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Validate refs

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Turn it off

split mural
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alr gimme a secc

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alr did it

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lemme see now

woven sparrow
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It should be good now

split mural
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im gonna restart the project to see if i can see all the components now

pliant viper
# lean bone 1. Unless your triggering the item spawner manually you're probably using the On...

The original test I did had them spawn with the "Spawn On Enabled", which I quickly turned off. After that I added an event that triggered the spawn once the ship finished landing, but even then every one of them would trigger--enabled or disabled. The reason I'm using a global prop is because every labyrinth tile has a chance for the corpses to show up, and I wanted to limit the max per generation. I'll keep experimenting and see what I can get.

And awesome!! I tried using it earlier on but couldn't get it to work properly, thank you so much. Is there a script that can check for the weather and change the overcast and eclipse boolean accordingly? I tried looking around but probably overlooked one

split mural
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yup there we go

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thank you sick

lean bone
pliant viper
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Oh snap that looks to be the exact thing I need! Just to make sure, does it work by checking the allowed weather types, then firing the OnActivate if it matches?

lean bone
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yeah

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the default use case is to just enable/disable an object based on weathers so depending on how you choose to implement it you'll have to change some settings but it should be pretty straight forward otherwise

pliant viper
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Perfect ๐Ÿ‘Œ Thank you so much!

split mural
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i'm trying to use the JDestructableObject component, but after setting everything up, the window isn't breaking after hitting it with a shovel

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everything looks correct so i'm wondering what the problem is

lean bone
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what is the filter you have collapsed?

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also if there's like sn error in the log when you hit it or something that might be nice to know

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if the shovel isn't even playing a hit sound like it does to normal walls it also could be on a wrong layer

split mural
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i'm about to test again to see about the log error part

lean bone
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what layer is your gameobject?

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it's likely it may be on a layer the shovel can't hit

split mural
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I don't see any errors in the logs for it, but i do see a warning for the mod itself

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though i doubt that's the problem considering the version of BepInEx on Thunderstore hasn't been updated for like 2 years at this point

lean bone
# split mural

alright sorry for late reply I had to help someone with something for a while. Just because of how zeekers set up the shovel script when hitting an object of the room layer it skips past the damage code straight to the hit sound effect stuff. I think enemy layer is probably the easiest that I know works but there's a few others you can use. Maybe I should add a help box for this at some point

split mural
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dw you're good

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had some time to fix some other stuff with my moon while i was at it

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wait

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the "enemies" layer, or the "enemy" tag?

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i'm pretty sure you're talking about the former but i just want to be sure

split mural
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YES dude it's so good

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it was the layer that was the final piece

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thank you

lean bone
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layer not tag yeah

broken ether
daring imp
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@broken ether why did you react to like every message

lean bone
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not every message, he missed this one: #1273213762542895104 message

pliant viper
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I'm having a bit of an issue again, apologies! Turns out my version of JLL for my Unity project is 1.6.5 (which was the latest version at the time I started), and in an attempt to update the scripts it ended up breaking all the dependant components

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I had a backup so I was able to restore them but I'm not sure how to properly update the scripts without them breaking. I've had this issue constantly in the past with other mod tools

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I'm trying to update because the DayCycleAnimator is broken ingame for me, and the Level Filter script doesn't seem to properly detect vanilla tags

proven trellis
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i have a request for destructable object ๐Ÿฅบ ๐Ÿ‘‰ ๐Ÿ‘ˆ

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can u add a Damage Event () field within which animations can be played on hit?

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similar to the one pictured above for the destroy event

gray bridge
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Hello! What to use Damage trigger or Damage zone trigger in creating for example a fire when entering which the player would begin to receive damage of +- 25 hp and after death the body became burned as after the explosion and how to properly configure the script in the sense of what parameters to this relate or values.

woven sparrow
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Right, Jacob you probably want to remove that lol I dont think anyone uses the legacy version anymore pikaThink

lean bone
lean bone
lean bone
woven sparrow
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@copper pivot angryping

lean bone
pliant viper
lean bone
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The main suggestion i have is to not touch anything while patcher is running. I've had it corrupt stuff if you try clicking on windows or doing things. Just click the run patcher button, leave your computer and get a little snack or something while it does it's thing. Keep in mind when patcher is successful it will probably break some textures/models replacing them with others of the same name (zeekers has a lot of that) so you'll have to fix some matterials and maybe some models but it should be good after that

pliant viper
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Okie dokie. I'll give it another shot--when I tried updating it initially I clicked the patcher button and stood up only to see the Unity crash logo.

pliant viper
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Yeah it didn't really go well

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Setting it to the correct script nukes all the settings I had for all of'em

earnest lava
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How do you use JLL for modding? Iโ€™m pretty new to modding and Iโ€™ve heard this has some good things in it

woven sparrow
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and then you can add the scripts to your gameobjects as components

vital olive
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is there any doccumentation on everything this does?

lean bone
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no but most components are pretty self explanetory. I try to add descriptions to a lot of settings too along with even some help boxes that appear for some common problems

woven sparrow
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#1273213762542895104 message

here are the scripts of the current build iirc, if you need any help just shoot a msg here and someone online will surely help you out if you need some ^^

vital olive
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whats the enemy spawner script do?

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i wanna know specifics on how it works

neat frigate
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This is a guess but probably allows you to spawn enemies on an exterior that correctly uses the real enemy reference rather than your copy from the assetrip project

mellow path
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Not even Jacob's fault

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It's the fault of other mods for not accounting for it

vital olive
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I'm hoping there's something I can do to make certain enemies only spawn in specific areas of the map

mellow path
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I know RandomEnemiesSize did not play well with it

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Yeah pretty sure you can do that with it, I believe @fathom pelican is doing that rn with Retinue

vital olive
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Wdym

mellow path
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He has specific enemies set to be able to spawn in the fire exit area of that moon where all the fire exits are

neat frigate
mellow path
neat frigate
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if that mod breaks because its not made well it can either be fixed or not used

mellow path
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Nikki had to remove it from Slaughterhouse cus too many mods weren't playing well with it

neat frigate
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people shouldn't avoid features because other mods need to be fixed

mellow path
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It just depends on how you use it

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Ye

neat frigate
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people should avoid those mods

mellow path
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^

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100% agreed

vital olive
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I have a specific idea I really wanna do for a moon

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And it won't work unless I can restrict certain enemies to only spawn where I want them

mellow path
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New moon or existing?

vital olive
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New

mellow path
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Okay

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I was gonna say if it was Existing

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I was gonna feel like it related to Tenebrous lol

vital olive
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Nah

mellow path
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Any plans to make an anomaly moon sometime? I feel like you'd come up with something cool

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But yeah I'm excited already based on your idea

vital olive
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Wdym by "anomaly"?

mellow path
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Like a moon designed for all interiors essentially

vital olive
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Dunno

vital olive
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If you want

mellow path
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Sure NODDERS

lean bone
woven sparrow
mellow path
# lean bone what are you talking about?

The compatibility issues we ran into in the past with your spawning script, it seems to be resolved in my pack these days since Retinue doesn't lag though ^^ Luckily it was just RandomEnemiesSize in my pack as far as I'm aware

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And I pulled it ages ago

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Sorry for the confusion I tried to clarify it only had issues when paired with a bad mod

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I was tired at the time though

vital olive
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What is Wesley doing

mellow path
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@woven sparrow btw Lunar needs help understanding what tags do cus she hasn't set them up for her moons, can you help explain them to her ๐Ÿฅบ

woven sparrow
lean bone
mellow path
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It was just a whole bunch of chaos lol

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But yeah your script is fine

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Every once in a while some mods just misbehave cus they aren't setup properly and that's on those devs to fix not you

lean bone
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so that issue has been given a resolution but whatever you're saying about random enemy size i have not heard of before

mellow path
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When we discovered issues with it I had some performance issues whenever RandomEnemiesSize was enabled at the time but it could have been relating to some of that stuff that's been resolved since ig she just never mentioned it when I discovered it lol

mellow path
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@lean bone How does your telepoint script work?

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Cus we keep running into problems where it's affecting the host only and doesn't work for clients and I'm starting to wonder if maybe the script just needs a rewrite, cus trying to track down an incompat is gonna be hard. I worry it's something as simple as something like Chillax Scraps which has the Uno Reverse card which works just fine

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It won't log errors even with extended logging

mellow path
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@lean bone I wanna add the issue was unreproduceable in lan, I suspect it's another issue related to late joining when using mods such as Lobby Control v.v

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s1ckboy thought GI or LGU but I feel like that'd repro in lan if it was those

lean bone
mellow path
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and it's not the first time that's happened with JLL

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I just know it's really bad if you get DemonMae's deltarune interior for example, a client got the easter egg and stood in the teleport boundary and I kept getting teleported all over the map

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constantly

lean bone
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I've talked to some people already and i suspect it has more to do with how people are triggering it since it's not networked (this is on purpose) so mod authors need to make sure they're triggering it using events that are synced across clients. But truthfully i don't fully know what the deal is. I'd basically have to sit down eith the people who have it set up in a bad way individually to figure out what's up.

mellow path
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So you think it's an issue with how DemonMae has it setup?

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Regardless it was nuts

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I willl uh

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Try to find and clip it

lean bone
mellow path
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lol

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@urban cloud Sounds like I'm gonna have to turn off fun mode til you figure this out with Jacob lol

lean bone
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please don't bother creators about this. i already talked to demonmae in private and they were going to try some changes i suggested

mellow path
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Oh I wasn't trying to bother her about it dw, I was just informing her I was gonna turn it off for now since we know the issue now

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I get the way I come off in text sometimes can come off that way ๐Ÿ˜”

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Hopefully your suggestions work ๐Ÿ™

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I can imagine stuff like this is easy to do so I don't fault her or any other mod dev that has this occur

lean bone
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and i don't blame people either i know a lot of the moon creators that don't code aren't going to have a great understanding of how and what needs to be synced across clients and when. there's going to be problems and that's valid. i usually help people in private with these things.
i hope that makes some sense im tired lol

lean bone
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anyways if you're reading this later go vote on the poll in wesley's thread lmao
it's very important

vital olive
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is it possible to use enemy spawners to have specific enemies spawn throughout the day?

lean bone
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i mean ig you can trigger it on a looping timer or use a different script to trigger it at set hours of the day if you want. depends what you're desired end goal is ig

vital olive
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i'm hoping theres something i can do to replace normal enemy spawning

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so i can only have enemies spawning on specific parts of the map that i want them to be

lean bone
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and moving you ai nodes accordingly cannot give you the desired effect?

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I mean you certainly can make something with the tools provided in this mod. it may be a little jank but you can probably do it

vital olive
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well

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what im intending to do is have giants spawn on one section of a moon

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and dogs spawn exclusively on another seperate area of the same moon

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normal enemy spawning with ai nodes cant really do that

lean bone
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yeah you can probably do that. I'd probably either use a looping delay script or some hourly events to trigger a randomized event to then trigger your spawner just so it feels more natural

vital olive
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how exactly would i set that up?

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i dont know how to work with scripts

lean bone
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Example of a 1 in 10 chance to spawn an eyeless dog every 20 seconds. if you mess with numbers a bit you can probably get what you're looking for. if you want multiple spots for it to spawn just make more empy objects with enemy spawners and in the randomize event trigger those objects under different events with whatever weight you want. (notice how i turned off networking rpcs on my random event. this is because enemy spawner only will work on the host anyways so there's no reason to send packets over the network for them to do nothing.)

vital olive
lean bone
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it will exist for everyone

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only the host is allowed to spawn enemies

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if a client tried to spawn an enemy very bad things would happen

vital olive
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oh oki

vital olive
lean bone
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i have built in safety for this already. both item and enemy spawners have a check to make sure you are the host before running the spawning code. doing nothing if the client is not the host.

lean bone
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tldr you can do it. you'll just have to fiddle with the numbers to make it feel good how you want it.

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I might even be able to add some features to this in the future to allow it to obide by spawn cap rules and stuff if people want that

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but I have some other stuff to work on rn too

vital olive
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:3

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thx a ton for the help

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i'll try not to bother you anymore, but i might have more questions later

lean bone
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alrighty

lean bone
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If you experienced issues related to configs or network prefabs not working correctly I have informed batby about the issue and it should be fixed with then next LLL update (hopefully)

subtle otter
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@mellow path was teleporting at a different location on the map every time iirc

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If having it be ID based was causing issues for the regular teleport, I assume it's the same here

mellow path
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Yeah DemonMae published an update to hopefully fix it

lean bone
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it using player ids isn't a problem either

mellow path
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Yeah we'll be testing it out today, hopefully we get the Dark World interior

lean bone
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even with late joined installed because that's how vanilla uses it on a lot of rpcs

subtle otter
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Yeah wasn't sure, just seems like it'd do weird stuff if like the second player who joins a lobby leaves, someone else takes their place, and some other scenarios

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Not sure how the game handles that internally

lean bone
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that's not how it works luckily

mellow path
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The worst that does is sometimes the player that joins in someone else's place has the wrong pfp

lean bone
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in your usual 4 player lobby all 4 players are spawned at the start and the order people join makes that player become visible and controlled by that user. when they disconnect it doesn't delete them it just disables and resets them essentially

subtle otter
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I know I've had some cases where a player has the same ID as the host, but that's like a mega desynced worst-case scenario lol

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Like using the ship teleport on them would teleport the host or something

lean bone
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so you'd have player 1, player 2, and player 4 after the dc

mellow path
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I have never had that happen

subtle otter
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Or maybe not the host, but the same ID as another player

mellow path
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Yeah I've not had that

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I could see that happening with LateCompany probably

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never had it with Lobby Control

subtle otter
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Yeah I only really remember seeing it once a long time ago, probably some old bug that got fixed

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I've used LobbyControl since it released pretty much lol

subtle otter
lean bone
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I know I'm fairly late but I just want to say thanks for over 1 mil downloads on JLL. I know it's an api mod which makes it less impressive but it's still pretty cool. I don't have anything prepared for this milestone. But I have made a bunch of things for Wesley's update so play that when it releases.

mellow path
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and you know we're doing a long stream the day Wesley's stuff releases

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@broken ether knows it too NODDERS

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I think we need a Stevy Wesley

broken ether
woven sparrow
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wat da hek

split bear
mellow path
lean bone
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original art by darthcash, modified by magicwesley

broken ether
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@copper pivot
I hav queston

woven sparrow
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oh god now I gotta do dis

copper pivot
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Yeah what's up

copper pivot
broken ether
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when door script fix

copper pivot
split bear
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ah sweet, schizo chat

woven sparrow
vital olive
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@lean bone are you available to help out with something?

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i cant get enemy spanwers to work

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and i dont know what im doing wrong

lean bone
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uh sure

vital olive
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if i wanted to spawn an enemy when the moon loads

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how would i set that up?

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and do objects that enemy spawners are on need to be on a specific layer?

lean bone
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no that shouldn't matter

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why do you want an enemy to be spawned when a moon loads out of curiosity?

vital olive
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im wanting to spawn masked enemies in the indoor section of a moon

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also

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for things to work

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is there any specific setup required for the scripts to actually run?

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cuz i cant seem to get anything to work, testing in editor or in the game

lean bone
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no they're all pretty self contained

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what have you tried?

vital olive
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this is one thing i've tried that isnt working

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i have no idea what im doing, so i also dont know what im doing wrong

lean bone
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where is this object located in your scene?

vital olive
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in the hierarchy?

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or the physical location?

lean bone
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like physical location. if it's too far from navmesh it may choose to not spawn that way it's not spawning an enemy without navmesh

vital olive
lean bone
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there is navmesh in here right?

vital olive
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mhm

lean bone
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is there anything in the log?

vital olive
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nope

lean bone
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is your logging level in your test profile set to at least debugging level?

vital olive
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lemme check

lean bone
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send me your log after changing that and landing on your moon with this

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hi wesley i see those reactions

broken ether
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I have a job to do

lean bone
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ok lol

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you're failing lmao

vital olive
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??

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it works now for some reason

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now it doesnt

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it only worked when i had two things trying to spawn one

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but isnt working with one or the other

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that was with this setup

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and no masked enemies were spawned

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[Info :JacobG5.JLL] [Debuging] (Spawn (7)) Spawning: Masked at (-51.60, 5.66, -213.17)
[Warning: Unity Log] HeadMaskTragedy is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The RandomPeriodicAudioPlayer component was skipped during spawn!

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this is what it was putting in the log

lean bone
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I might be wrong but I think that warning happens even in vanilla when a masked is spawned due to how zeekers set them up but that message says that the enemy was spawned

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are you sure they aren't wandering away somewhere?

vital olive
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in most spots theres nowhere for them to go

lean bone
# vital olive

also you said you have like a little fake interior area where this is happening right? Is it possible your ceiling has navmesh on top of it? Asking because I know unity navmesh sample position can be weird and prioritize positions with a higher Y coordinate even if they're technically farther from the sample position. maybe it's spawning them above the room lol

vital olive
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and theres one i have set directly infront of the ship for testing

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which also isnt spawning anything

vital olive
lean bone
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this is kinda a hail mary but maybe try giving it some sort of delay before spawning. or just spawn them at a slightly later point than the moment the scripts are enabled. maybe triggering before the game has fully completed it's round settup process is part of the problem.

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trigger the enemy spawner with a delayscript set to wait on enabled and see if that changes anything

vital olive
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will test that rn

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although

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the tests i was just doing were running after the ship landed rather than when the moon loaded

lean bone
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oh yeah they were i didn't catch that when i looked at your screenshots sorry

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then my idea won't make a difference

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the logs say they're spawning correctly though

vital olive
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im gonna test this rq and then if it isnt working still ill test with imperium to see if the masked enemies exist or not

lean bone
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is your main entrance in the place with the masks?

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or just an entrance ig

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because maybe if there's no ai nodes inside there they all just pathfind to the door and explore the interior where they have points to explore

vital olive
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well, that could be the case if the one i placed infront of the ship was working too

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but also

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the timer method seems to work

lean bone
vital olive
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wdym?

lean bone
# vital olive

if you accidentally had the one in front of the ship to test using a different method from your fake interior ones

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one screenshot is using level loaded and the other is using ship landed. if spawning it on level loaded wasn't working but the log showed the other ones spawning after the ship landed correctly. then by time you went to check on the ones in the fake interior they would have already pathed inside the facility

vital olive
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i've been editing them all together

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so they've all been doing the same thing as each other

lean bone
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you should be able to use imperium like you said to check where they are

vital olive
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mhm

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will be testing that now

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i replaced all the spawners with the new one running off of the wait timer

vital olive
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got it working

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will probably also need help with the randomized spawns i also wanted to setup

vital olive
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@lean bone is there anything about this that shouldnt work?

neat frigate
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is that enemy name correct

vital olive
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Yes

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Same name used on the spawners that are actually working

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I'm trying to get a looping randomizer to work too

vital olive
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Something is clearly not setup correctly because it doesn't work

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I just don't know what

vital olive
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anyone here experienced with JLL able to help?

lean bone
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sorry for not responding it's very late and i probably shouldn't still be awake but what exactly is the problem now?

lean bone
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if you're wanting it to keep looping reguardless I'd make it so the delay script triggers the randomizer and it's self. then the randomizer you have one evenr trigger the spawner as you currently do, and the other doesn't have to have anything in it's event with a larger weight.

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that way it's a chance to spawn an enemy and a chance to do nothing. delay script triggers random event and it's self to loop

vital olive
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I'll test that

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Thank you

vital olive
lean bone
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like you want to log your own message to console for debugging?

vital olive
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Mhm

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So I can see if things should be working or not

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Cuz with the new setup of stuff

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The looping wait is working

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But I don't know if the rest is

lean bone
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JMessageLogger
put whatever you want in the name field then use your event to trigger LogMessage and type whatever message you want logged

vital olive
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ty :3

lean bone
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same component can be used to trigger hud tips and warnings if you want too

vital olive
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anything im missing here?

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i get this in the logs every 20 seconds and nothing else

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it seems like the delay script is the only thing running and i dont understand why

neat frigate
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does the enemy spawner log anything if the string doesnt match a active enemy @ jacob

lean bone
#

Start is a unity method not one of mine. (unity triggers that when an object is enabled for the first time and is used for initialization)
you want to trigger RollEvent

vital olive
#

ohh

lean bone
vital olive
#

that makes sense

neat frigate
vital olive
#

do i need to have 2 events for the randomized thing?

#

or do i only need 1 for it to work

lean bone
#

wdym

vital olive
#

do i need 2 of these or no?

lean bone
#

yeah you do because it's a weighted random system. It's like having 10 red marbles and 90 green marbles in a container and picking a random marble. if you have a container with 10 red marbles you'd always pick a red marble out of it

vital olive
#

ahh

#

that makes sense

#

thank you for explaining it like im a dumb child, i actually need that

lean bone
#

i didn't mean it to come off like that oops lol

vital olive
#

noo

#

i didnt mean that as sarcasm

lean bone
#

i like using comparisons when explaining things because i personally think i understand things better when it's explained to me in that way

vital olive
#

i was just saying i appreciate the dumbing it down and giving a physical example cuz im not experienced in this at all

neat frigate
#

weighted rarity has had to be explained many, many times on this server dw

vital olive
#

its easier to understand things when its compared to something i already understand

neat frigate
#

people get really confused when i tell them they can't know the % of a moon weight without the context of all the others

vital olive
#

whats a moon weight?

neat frigate
#

so like interiors

#

they appear on moons via weighted rarity the same way your thing up there just did

#

same w/ enemies and items

vital olive
#

ohh

#

yeah

#

off topic

#

this community is so good

#

you're all very welcoming and everyone kinda puts themselves out there to help everyone else out

#

theres a lot of modding communities that kinda have an elitist group sorta thing where they dont let anyone else in and if you dont automatically know everything nobody wants to help

neat frigate
#

just on the topic tho incase you don't know, while it's not useful to you here since you have full control over the random options the big reason why the game uses random weights like this is because you don't need to adjust any random options when adding new ones in

eg. in vanilla each moon has a given random weight for each interior so if a custom interior needs to be added we can just add a new weight for that one and by nature the pool of random options (the container of marbles) adjusts for the addition

vital olive
#

that makes sense

neat frigate
#

that + lll's contentag system allows most custom content to naturally be compatible with eachother. Since your mod could have the tag "Desert", a seperate interior looks for the tag "Desert" and then gets added to the pool if they are both installed

#

and neither mod needs to know the other mod exists

vital olive
#

whats the difference between these?

lean bone
#

the gameobject and monobehavior ones are basically the same just have both of them so if you have an event that has a monobehavior as a variable you can can dynamically input it.

#

basically allows you to spawn an enemy at a point that isn't the position of the object with the spawner

#

say you want to spawn an enemy at a random position you could use a random event and have all the events trigger the same spawner script but with a different empty object used as the spawn position

#

that way you wouldn't have to have like 10 enemy spawners, you can just have 1 and tell it different positions

vital olive
#

so

#

i could make the spawning work more closely to vanilla spawning by using that?

lean bone
#

yeah kinda

#

side note i should probably increase the max value on those sliders to make things easier.

vital olive
#

Just that top message

neat frigate
lean bone
#

say you have an event that gives you a player as a variable. you could use that player event to trigger the spawner and give it the player that event was triggered with to spawn the enemy directly at the player's position

#

my explosion and item spawner scripts along with some others have similar functions

#

so you could like link an interact trigger to an item spawner to spawn an item at the player's feet or something

vital olive
#

so if i just wanted to one random spawn script that picks a random spot across the map to spawn that enemy

#

what would i have to do for that?

lean bone
#

well it isn't a random position, it's whatever position you input into it. what you can do is have preset points. make an empty gameobject and place it in one spot, and a second empty object in a different spot.

#

then you use your random event and have one event give the enemy spawner empty object A and a second event spawning an enemy at empty object B

#

(also yes technically it's not at the exact point of the object. it finds the closest position on the navmesh to the point. but you don't have to care about that part)

vital olive
#

my question is like

#

is it possible to have a random enemy spawner like the one i have setup now, pick a random spawn location from set spawn points

#

every time it spawns an enemy

lean bone
#

yes, just you have to predefine those points with empty objects

vital olive
#

ye

lean bone
#

then for each empty object add an event telling the spawner to spawn an enemy at that object

vital olive
#

how?

lean bone
#

(sometimes unity editor will bug out so you may have to choose that option then click on a different object and go back for the option to input a gameobject to appear)

#

sorry i keep catching spelling errors everywhere and i probably missed a lot but I have the excuse it's 6am for me lmao

vital olive
vital olive
#

but i woke up late af as well

lean bone
#

what you can do is just add more events to your randomized event each one pointing to a different object

vital olive
#

if i dont change the weights, would the overall chance stay the same?

lean bone
#

think back to the marbles. if you had 10 red marbles and 90 green marbles before, now you add 10 yellow and 10 blue marbles. you're odds of getting a green one have decreased

vital olive
#

could i send the randomized event into another randomized event?

lean bone
#

you could

vital olive
#

that is only in charge of picking the spawn point

lean bone
#

if that's what you want to do you absolutely can

vital olive
#

it seems like a simpler way to have more control over spawn chances

neat frigate
#

not to speak for jacob but in general the point of a toolkit like this (and Lethal Toolkit which this mod kinda superseded) is that it gives you a bunch of fairly isolated events and reactions for you to plug and play like lego

#

hence why some of the scripts might feel super vague (because their designed to be ๐Ÿ˜„)

#

compared to modern engines it's basically super shitty visual scripting (not a dig at jacob)

lean bone
#

yeah exactly. all the components are meant to be pretty self contained and not limiting so you can piece them together however you want to create stuff

vital olive
#

gonna test something and see if it works

#

will likely be back with questions

neat frigate
#

At one point I was actually looking into how possible it would be for us to straight up use unity's visual scripting but wasn't good vibes from a glance

#

would be peak

#

does hurt that this example is 4 nodes that is just the equivalent of
Ammo -= 1;

lean bone
#

ouch

#

i think last time i experimented with that plugin was when it was in like super beta. is it officially released now?

neat frigate
#

i think so

#

im pretty sure lc is compiled with it

#

(for modding the weird part would be somehow intergrating our own nodes and stuff + i have no clue how assetbundles tie into this)

lean bone
#

pff is it actually? that's kinda funny. iirc it's something you have to download from package manager seperately so i imagine if it is compiled into lc zeekers would've had to install it for some reason

neat frigate
#

i think it might be pre-installed nowdays?

lean bone
#

is it really? that feels like massive bloat to me when i imagine most people wouldn't touch it

neat frigate
#

yeah it is, just checked on my personal project

#

its really fucking annoying because a bunch of it's namespaces overlap with what people actually want

lean bone
#

oh ew so it's more annoying than just file bloat? lmao

vital olive
#

the spawning logic seems to be working :333

lean bone
#

i mean i don't imagine it's too much different from how saving properties of components and SO's and things to asset bundles works

lean bone
#

i might be disapearing for the night because wow it's late lol

neat frigate
#

before you go just for fun here's the default packages for 2022.3.9f1

lean bone
#

excuse me for probably being dumb but what is NUnit?

neat frigate
#

.NET Unit Testing i believe

vital olive
neat frigate
#

stuff for people unlike us who actually can't allow their releases to break

vital olive
#

if i was to be spawning daytime enemies

#

would they follow the rules?

#

and despawn when it reaches the time they normally despawn?

lean bone
#

i think that part is baked into their ai iirc so they should do that

#

but like the enemy spawner doesn't care about enemy caps or if the power limit has been reached, it will just spawn it reguardless

vital olive
#

so if i had the birds spawning with the same setup, they'd despawn when it reaches despawning time?

neat frigate
#

would be cool if it did

lean bone
vital olive
#

and would they auto despawn immediately if it tries to spawn one after the day is over?

neat frigate
#

no enemies should survive the scene being blackholed

vital olive
vital olive
#

i meant like

#

when "daytime" is over

#

and daytime enemies despawn

lean bone
#

it doesn't care it will just spawn what you tell it to whenever you tell it to. this idea od using it to mimic vanilla spawn behavior is sorta possible as I've helped you through but wasn't an intended behavior i imagined anybody using it for when i created it.

#

now that you've done it I'll probably add some new options to allow you to improve this

neat frigate
#

it might be something better in lll than jll but it would be ideal if you could blacklist and whitelist enemy tags per node

#

seems like a natural iteration of the current mechanic

#

feels like Jade just wants to control which enemies can spawn where and/or preferred and this is just the wrong tool for a valid solution

lean bone
#

speaking of which i want to talk to you about some stuff later batby but im tired and want to go to bed now so I'll do that another day. Just know that I want you sometime in the future

#

anyways goodnight

vital olive
#

goodnight

neat frigate
#

hit me up when you do

vital olive
#

thanks a ton for the help

subtle otter
#

Upside being it'd comply with vanilla spawning rules, but if you were to spawn a Masked by putting one on it'd teleport to one of those spots so it could be weird

neat frigate
#

i mean this with no offense whatsoever but any solution i would implement couldn't be as jank as that

subtle otter
#

Yeah

neat frigate
#

if i do it it would be fully ingrained w/ the spawning logic

subtle otter
#

Didn't really think it'd be a scalable thing

neat frigate
#

eg. how LLL allows levels to have weighted scene selection

neat frigate
subtle otter
#

If you do end up adding something like that to LLL I'll definitely switch to it lol

neat frigate
#

it probably wouldn't be avoidable ๐Ÿ˜„

#

(eg. i'd probably have some monobehaviour and if theres any ainodes that don't have it i'd add it for them)

#

(since i need to backport it to vanilla scenes)

subtle otter
#

Though I guess you do still need to consider bees in particular, hive just picks a nearby spot in the NavMesh and doesn't spawn exactly on the node

teal vector
# vital olive and daytime enemies despawn

I think they would, I'll take a look at this in a bit, the daytime enemy despawning behaviour is hella weird, it's not just a slider that you move around and then be like "Okay, it's reached the normalised time we agreed on, now despawn", I believe zeekerss just calls an empty method when the time is reached, though its been months since I checked and I'll check again in a bit

vital olive
#

:3

teal vector
#

Tl;Dr I don't get why zeekerss does things the way he does, sometimes no one does

vital olive
#

i feel like zeekers doesnt know why he does things the way he does

neat frigate
#

looking at a codebase from a finished perspective means you don't get to see what problems where solved by the code that's there

teal vector
#

100%, i see that in my own code sometimes too

subtle otter
#

Yeah AudioReverbTrigger probably started as an actual reverb thing that had more and more added to it over time lol

teal vector
#

But like, having a slider called normalized time to leave and not enforcing it? Where was the problem ๐Ÿ˜ญ

neat frigate
#

just can't put too much time in solutions probably

#

you can overengineer the best systems and then 3 updates later you wanna add the maneater which is a enemy and a scrap and what the fuck and

teal vector
#

Yeah I saw that thing's prefab...

#

I'm honestly super surprised he managed to make it work

neat frigate
#

games are arbitrary as fuck

teal vector
subtle otter
#

Don't blame him for not expecting his game to be dissected too, modding's not really something you think of while developing

teal vector
#

Oh yeah I agree

neat frigate
#

i feel like people slightly don't appreciate how smooth the overall end result is considering that it's a networked indie game w/ so much random shit

subtle otter
#

If it's code written for himself it'll be jank as long as it works ๐Ÿ’€

neat frigate
#

game plays fine 99% of the time

teal vector
#

A lot of people have a lot of complaints constantly about what zeekerss does, for me I'm happy it seems so stable and refined, even from a modding perspective I kinda like most of how he set stuff up

neat frigate
#

my super duper highest priority stuff is a very small list

#

from there it's just a lot of like "in hindsight you'd probably prefer to refactor this way right?"

teal vector
# vital olive :3

Somehow my school pc was fine with me downloading dnspy, downloading assembly csharp dll and a few other things, anyway confirmed that it checks in update whether the enemy should leave, I can't say whether the leaving is immediate though

#

Depends on what the enemy does when the leave is triggered

#

I.e. manticoils spend 7 seconds flying away, then disappear

woven sparrow
teal vector
#

Si

#

Docile locusts spend 6 seconds

vital olive
#

@lean bone what does the event limiter do?

lean bone
#

basically just a counter on how many times an event is allowed to be fired

vital olive
#

can i use that to set a hard cap on how many enemies can be spawned?

lean bone
#

you could

vital olive
#

awesome

teal vector
#

this discrimination is crazy, why am i getting steve reacted and everyone else jeb reacted wesley

vital olive
lean bone
#

just so you don't have to re-do all your different spawn locations that you set up yesterday what I might suggest is inserting this between your two randomized events

#

basically have your event limiter trigger the random event for choosing the spawn location

vital olive
#

like this?

#

orrrr

#

do i need to do more

mellow path
#

Damn Wesley isn't here posting jebrealemotion reactions

vital olive
#

or is the limiter a self contained thing

lean bone
#

you trigger the event limiter and it runs the event and counts down it's counter

#

once that number reaches 0 it won't trigger the event anymore

vital olive
#

ohh okay

#

so its like a guard at a gate

lean bone
vital olive
#

you send stuff to the gate and the guard only lets a certain number of things go through

lean bone
#

yeah

#

exactly

vital olive
#

is that how to send stuff to it?

lean bone
#

yup

mellow path
lean bone
#

im pretty sure reacting in here is part of his daily routine now

#

hello just woken up wesley reading this in the future

mellow path
#

Lmao oh it 100% is

#

Cus he's been doing it for months

#

Hell since like

#

Mid last year right?

lean bone
#

putting in the hard work

lean bone
mellow path
#

Pretty sure yeah, I can't remember if the first time we played on Pinnacle was during June or before that

teal vector
mellow path
#

and I think Wesley started the Jeb reactions in July or August

lean bone
vital olive
#

oh also

lean bone
#

everything makes sense now

vital olive
#

lunxara

#

you can prob guess what im here about

#

after the testing we did earlier

mellow path
#

I mean

#

I said you would be talking to Jacob about it

vital olive
#

yup

#

i found a script that did exactly what i needed

#

and came to ask about it

#

there should be a hard limit on enemy spawning now

mellow path
#

Seeing like 6 giants was insane, you likely could have just used Vanilla Spawn stuff for them tbh

vital olive
#

and i have it set to abide by vanilla rules mostly,

mellow path
#

Cus Vanilla usually spawns like a max of 2 or 3 lol

vital olive
#

only 3 giants can spawn

#

and 6 dogs

#

but the vanilla is 8 dogs

vital olive
#

cuz they'd still spawn in the sewers

#

need ai nodes everywhere

mellow path
#

Ah

vital olive
#

for navigation

lean bone
#

i for one think you should have 20 giants on your moon. make players experience true fear

vital olive
#

lol

mellow path
#

they kept walking into each other

#

XD

vital olive
#

im also making another change

mellow path
#

I remember seeing 1 pathing around normally and a horde of 5 all walking into each other

#

lol

vital olive
#

this is the tunnel underneath the ship

lean bone
#

this is the real reason i never released my moons you see. the other moon makers were too afraid of the things i would create so we had to hide the monstrosities from the public /j

vital olive
#

i removed enemies ability to get over there

teal vector
#

i guess the dumb part tracks

lean bone
mellow path
vital olive
# vital olive

you can crouch under the bars there, but enemies cant path through that tunnel anymore

#

so even if they aggro under ground

#

they should calm down

teal vector
vital olive
#

because they should be kept far enough away that they de-aggro

mellow path
#

Lmao fair

#

Although ngl Xuxu sounds kinda cute low-key XD

vital olive
#

i kinda agree

vital olive
#

so dogs cant cross between both sections

#

they're held in the half of the tunnels they spawn in

#

so they cant all end up as one blob of dogs traveling together

lean bone
#

you should put one of the dog spawn nodes in the ship and give it a weight of 1 just for the funnies

teal vector
#

I agree with no

vital olive
#

i disagree

lean bone
#

i agree with myself

vital olive
#

no you dont

lean bone
#

me not don't. me no

woven sparrow
mellow path
#

lol

mellow path
vital olive
#

my new update is published with the enemy spawn logic upgraded

teal vector
#

i wanted to do a moon that was giant oriented a while back with a custom spawning animation, too much work, ill stick to something cooler

mellow path
#

Kinda sad it never saw the light of day

mellow path
vital olive
#

oh btw

#

if you could test out the new update to rampart on a stream sometime

#

that'd be nice

mellow path
#

Prolly won't be til tomorrow, gonna sleep in today since I'll be playing Back 4 Blood lol

vital olive
#

all the issues we came across should be fixed, but there might be some more stuff you could catch

mellow path
#

Ye

vital olive
#

you dont need to do that

mellow path
#

Ye but I plan to check it out on a stream asap

#

lol

vital olive
#

oh?

mellow path
#

mhm

mellow path
#

@lean bone Wake up buddy

halcyon remnant
#

why is there just a massive wave of wesley reacting with the same emote to everything above this

halcyon remnant
#

I see

#

(i don't, really, but i'm not about to question this any further)

vital olive
#

mood

split mural
#

i have an idea..

broken ether
halcyon remnant
#

and now everything i just said is part of it now too

#

hi wesley o/

broken ether
#

hi

mellow path
#

Need him to wake up cus I wanna play tonight, idc how late it takes we're playing tonight lol

broken ether
#

Jacob is never late, nor is he early, he arrives precisely when he means to

mellow path
teal vector
split mural
#

oh my stars

#

CURSE YOU S1CKBOY

woven sparrow
lean bone
#

new JLL update is live. I didn't add a whole lot that the average user will care about but the WesleyMoonScripts package is now included. I also added some minor additions to enemy spawner and some bug fixes for various components and api.

teal vector
#

oh is it finally time

#

oh i just looked at the code, that is funny as hell

true harness
#

Hi, I was unable to upload a modpack including the config/JLL folder. Thunderstore gave "invalid zip file structure". Here is the folder that caused the issue. In hindsight, I should've tried regenerating it, but just thought I'd post here

#

This occured with version 1.9.0 of JLL, where a previous version had been in use beforehand

pliant viper
#

My sincerest apologies but I'm having some technical issues again. With the destructible object component, it doesn't want to work at all. The tag is "Rock" and the layer is set to "Enemies". I've tried changing the tag to "Enemy" as well but that didn't work. I tried it with its Disabled Object referencing itself and with no reference as well.

With the second screenshot I'm trying to make the Randomized Event pick between 4 different options to change an animator's state, but it never fires no matter what I do. I tried setting the weights to 25, tried the Trigger On Start with and without the below Ship Landing event, and tried giving it a Network Object to see if that would help with that boolean. I even tried rolling with a Player Inside Region trigger and that didn't fire it either. The animator is functional ingame though since the Apparatus pull event changes its state accordingly

true harness
lean bone
# pliant viper My sincerest apologies but I'm having some technical issues again. With the des...

Destructible objects are networked but at least in this screenshot i don't see a network object on your object. this might be the full issue there.
The second one with the randomzied event yes you do need a network object for that to be synced. i see at the bottom you have network synced checked so im guessing that's your intended behavior. As for the animator not working you mention wanting it to change a boolean variable but are calling the method to toggle a trigger in the animator instead. Is this a miscomunication or mistake? Without a screenshot of how your animator is set up i'm not really able to help much more.

lean bone
true harness
#

Ah I see

pliant viper
# lean bone Destructible objects are networked but at least in this screenshot i don't see a...

I added the Network Object and it still doesn't seem breakable, unless there's a specific set of options needed on the component?

With the animator they use proper triggers--the "Any State" arrows were added later on as a test to try and get'em to work. The arrow going to "BLOODFLOOD_ANIM" was added afterwards with "HeartDeath" as the trigger, and works properly with the Apparatus pull to see if they were working at all. The last screenshot is the Network Object next to the randomizer component

#

Each animator transition has no exit time and has their respective trigger

teal vector
lean bone
# teal vector Network Objects get forced to be put on gameobjects where there's a component th...

tbh the networking package was added long after i stopped using unity, so I don't know a lot about how it's set up, but i've worked with other systems so It hasn't been hard to figure it out using rpcs and stuff. I just don't know technical details like that. All i know is i've had people on many occasions tell me things on scripts with networking don't work and i look at the logs and see the methods with rpc attributes never get fired for whatever reason. and unless they had something else wrong in their setup asking them to put a network object on the same object as the networkbehavior fixed it every time. i don't think i even reference network objects on any of my network behaviors. Maybe somebody with more technical knowledge on unity netcode can enlighten me to possible pitfalls. my best guess is in editor it seems like it won't automatically put a network object on an object if anywhere in the hierarchy a parent has a network object but in game maybe there's some sort of limit to how many parents up in the tree it looks for a network object? What i do know is that on a moon the environment container usually has a network object and that network behaviors placed as a child of the environment don't automatically put a network object on themselves and that they tend to also not network correctly in game without being given a network object (this applies to many of zeeker's scripts too not just mine). might also be possible that that particular network object on the environment has some weird settings that stop it from working correctly for it's children, I honestly don't know.

teal vector
#

that makes sense, it's honestly weird, those should work as i've seen that type of stuff work before too, but i know there are two categories of network objects, spawned and in-scene, where moon'ers just kinda only do in-scene for the most part

lean bone
# pliant viper I added the Network Object and it still doesn't seem breakable, unless there's a...

I kinda touched on this in my reply to xu but i honestly haven't messed with unity's netcode solution too much especially all the settings on network objects so for every network behavior in my mod you can just assume default settings are fine for your network object. I appologize for ghosting for a while I left to do some stuff, and now it's late so i might look more into this another time and get back to you then if i come up with something. I can tell you though that i know this script works and is used in one of wesley's moons for destructible rocks that take a few hits to break and break instantly when hit with a pickaxe. I'll try to reach back out to you later when i have more time to look into this

teal vector
#

i dont know if you wanna do this or have done this already, but there should be some syntax that allows you to require a component (though NetworkBehaviour just has this inherently), there MIGHT be a thing to require the network object to be on the same gameobject but i'd need to look at the docs

#

(example)

lean bone
#

i mean i totally could but that's going to force people to have a network object on every component and in some situations it does seem to work perfectly fine to have a network behavior on the child of a network object no problem

teal vector
# teal vector (example)

this alone wouldnt force it, idk how to force a network object on every component, this just makes sure they actually have said component somewhere valid in the hierarchy

#

well, actually nvm

#

it would force it for stuff like animator etc

#

yeah okay nvm requirecomponent wouldnt be it

pliant viper
#

No worries dude and take as much time as you need! Admittedly these aspects aren't critical to what I'm working with so I'm in no real rush personally c:

teal vector
#

Why am I jeb reacted now, what changed

#

Also the galetry tape stuff, is that part of JLL? And is there a specific setup for it? @lean bone

ornate drum
#

how do i use JRandomPropPlacer?

subtle otter
#

Pretty sure you can just add that to any item to turn it into a "tape", but haven't tested it just yet

lean bone
#

Oh yeah i was meant to reply to that mb. yeah that script is part of the wesleymoons package and can be added as a component on any item to allow it to be interactable with loader items.
the projector and all the collection boxes around all the moons actually use the same script. The loader and item scripts both contain a string LoaderName. when interacting with a loader it checks the held item for this component and if the component's loadername matches the one on tbe loader it's self.

#

iirc the galetry video projector is "Galetry" and all of the turn-in machines use "Story" as their names.

balmy blaze
#

I feel like I could be doing something wrong, but I don't know what. I can't seem to get the network prefab spawner script to work in my interior. I can use spawn synced object stuff probably but I wanted to try this JLL script. I've got a spawner placed on a fireplace that should spawn a random painting, but it puts the painting way off from where the spawner is (you can see in the background the fireplace that should have the picture). Using Unity Explorer it seems it spawns the painting but it has no parent even though it should be parented to the spawner. I think it also spawns 2 for some reason because while I do have other spawners, I disabled them for testing yet Unity Explorer lists 2 paintings.

woven sparrow
lean bone
#

also rip my wip cabin interior ๐Ÿ’€

#

anyways if you're just wanting them to be the same for all clients and not needing networking components then i'd recomend doing something similar to wesley's art gallery interior which makes the random decorative paintings like this as local prop sets

woven sparrow
lean bone
#

wait you were working on one too? you knew about mine lmao

woven sparrow
lean bone
#

i thought you were in vc when i told wesley originally but you might've not been listening lmao

balmy blaze
woven sparrow
balmy blaze
woven sparrow
#

We like alternatives! NODDERS

balmy blaze
#

Local prop set only works inside and not outside right? I think thatโ€™s one reason I went this route. Not that I have plans for random paintings on a moon, but it felt like something I might do. Like, one moon does have you go into a building with some offices and I could see random paintings working there.

lean bone
lean bone
balmy blaze
lean bone
#

Also just an FYI I'm leaving town tomorrow and will be gone all weekend. I won't be responding to anything lethal company during this time. So if you try to reach out to me for anything I won't respond until next week.

balmy blaze
#

I got my question out just in time. Noice!

Bye-bye!

broken ether
#

jebrealemotion-jebrealemotion!

teal vector
lean bone
#

alrighty ๐Ÿ‘

willow stone
#

jll

teal vector
#

whats that

ornate drum
teal vector
#

the hardest worker is the one who works without thinking

balmy blaze
split bear
#

@broken ether wesley how do I use JRandomPropPlacer

vital olive
#

@broken ether Wesley

copper pivot
#

@broken ether hey man

lean bone
#

@broken ether is in charge of everyone's problems while im gone

broken ether
balmy blaze
#

Wesleyโ€ฆ I stubbed my toe. Can you help me :(

woven sparrow
#

Wesley can I get a stevy?

broken ether
balmy blaze
vital olive
#

how does the damage trigger work?

mellow path
neat frigate
#

other people can answer the question

mellow path
#

So I was just informing he's unavailable rn incase she was expecting him to reply

woven sparrow
#

for corpsetypes here you go

vital olive
#

is it possible to make the damage trigger turn on and off with an animation?

woven sparrow
#

actually damage on colliusion is not needed in my setup mb, dunno why I had that on lol

woven sparrow
teal vector
vital olive
#

im trying to make a door that's slamming open and closed

woven sparrow
#

Im changing the damage and the size of the collider but you should be able to enable and disable the trigger too

vital olive
#

and i want it to kill you

#

also

#

would i be able to make an interactable object trigger the animation to start?

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and not stop afterwards

#

cuz i want an item jamming the door that you have to pull out to make it start slamming

teal vector
#

it all depends on how you setup the animator

#

but yeah u can

vital olive
#

never messed with animations before

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so i dont know what im doing

#

i got the animation to just always loop on start

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but i dunno how to do anything else with it

teal vector
#

well the animator can control what animation you're in, how ot move onto the next one, where you CAN go, etc, so that's full control of anything you really want done.
but you'd need to trigger the animation to start through zeekerss stuff first

vital olive
#

wdym?

teal vector
#

i mean you can do what you want if you setup the right animations to play through teh animator and use zeekerss' animator trigger script or if JLL has a better animator trigger script then u can use that

#

then in the animations u can "record" key frames of doign stuff like enabling colliders, disabling colliders

vital olive
#

yeah this amimation stuff is complete nonsense to me

#

lol

vital olive
#

how do i make an animation not play on start?

teal vector
#

Well, I would just have an empty animation clip of the default stars

#

State*

vital olive
#

how would i make it change to the other?

ornate drum
neat frigate
#

animations are just setting x value at y time

vital olive
#

That's the part I understand

#

All the extra setup stuff to make animations do the animating under specific circumstances that I want them to

#

Is what is nonsense

neat frigate
#

๐Ÿ‘

teal vector
#

Zeekerss setup is something I can't explain too well unfortunately if that's the part that's nonsense

#

Welcome back @coral wren

coral wren
#

Great to be back

vital olive
teal vector
#

Have you made custom scripts before or are you hoping to use zeekerss'

vital olive
#

Use zeekers

teal vector
#

@woven sparrow do you have something somewhere that triggers animations via zeekerss system or maybe something in JLL you could show?

#

Zeekerss' animatedobjecttrigger is fairly annoying to use from what I remember

woven sparrow
teal vector
#

amen

teal vector
woven sparrow
split bear
woven sparrow
shrewd loom
#

can anyone tell me what im doing wrong? i wanted to do eclisped visuals, but it doesnt work

lean bone
vital olive
#

Hey Jacob, are you available to help out with something?

lean bone
#

depends what you mean by available ig

teal vector
#

Budget gacob here, go on

vital olive
#

Was wondering if Jacob was able to help more with setting up the door stuff I was working on

#

I'm trying to have an intractable object that turns on two animations when it's activated

lean bone
#

huh?

vital olive
#

Like

#

I wanna make an interactive door, that plays two animations when it gets interacted with

#

Cuz I'm trying to make a broken door that is jammed with a pipe

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And you have to pull the pipe out for it to start opening

#

So I want to make the pipe intractable

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And have it play an animation of pulling the pipe out once you interact with it

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And then play the animation of the door opening at the same time

lean bone
#

you can probably just do that with one animator and animation states

teal vector
#

Yah, you'd have to combine the pipe and door animations into one animation clip though I think, either that or doing some additive layers in the animator

#

Then using zeekerss' animatedobjecttrigger plus interact trigger to trigger prompts once starting the animation, ending it before you're done interacting, and ending it once it's done interacting.
I wish I could help more but I don't use zeekerss stuff I just am pretty sure it's possible

#

I also dunno if JLL has anything for this animation wise since zeekerss has smthn already

lean bone
#

yeah no i don't bother if people already have a way of doing it that's fine

teal vector
#

Makes sense

lean bone
#

thanks discount gacob

teal vector
#

All good, you'll pay it back when you're more available, there's a couple things I gotta bother you on in JLL(Wesley's moons script iirc) to improve AG_Sip

lean bone
#

oh god im in trouble

vital olive
#

I want the door animation to keep looping indefinitely afterwards

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But the pipe animation to only Play once

mellow path
teal vector
#

Hes in trouble

#

Anyway

#

I'm typing a whole thing here gimme a sec

mellow path
#

XD

teal vector
#

This is gonna be a bit of a thing to explain, hold on.

One way to do it, which is probably close to how I'd do it is having your animator layer set to additive with a weight of 1.
Then create a connection between Entry to an empty animation state.
Then you'd create an arrow from empty to the animation that has both pipe+door combined, give it a condition where its a trigger prompt, something like startOpening.
Then you'd connect Any State to the empty clip, and give that another trigger, something like resetProgress.
Then you'd connect the animation with pipe+door into another animation state that just has the door animation, and you'd set that door animation to be looping.

#

Pipe+Door into Door wouldn't have any triggers or conditions, it would just exit at the very end of the animation, just make sure the blue progress bar thing at the top shows that it only switches state at the end of the animation

vital olive
#

I don't understand any of that, I'm sorry

#

Autism probably

#

Lol

mellow path
neat frigate
#

not autism just stuff you haven't learned before

vital olive
#

Autism does make things harder to learn depending on how they're being taught

mellow path
#

Idk I have Autism myself and can wrap my head around it

vital olive
#

Autism is different for everyone

neat frigate
#

It's probably more the not learning in this case. If you haven't messed with Unity's animations before a lot of the points listed refer to the animationcontroller node graphing UI that is different from what you would have been messing with previously

mellow path
#

This is true

teal vector
#

I'll get on pc to help a bit more later, just need a bit of time

mellow path
lean bone
teal vector
#

unity is opening now greed

vital olive
#

thanks again for helping out

teal vector
#

yee its fine

vital olive
#

are we gonna be on a vc sharing screen, or just screenshots

#

and text

teal vector
#

i can hop on vc if you'd like

vital olive
#

would prob be easier to share screens

teal vector
#

alright i can do that

#

im in Mod Devs delta

coral wren
#

Wesley jebreal emotion

vital olive
#

damage trigger not working

#

need help

woven sparrow
#

@vital olive you need to put that on interacttrigger tag and triggers layer

vital olive
#

ohhh

#

ty

shrewd loom
coral wren
#

Hi im jacob

#

Here to announce JLL will now be a paid mod

#

With a monthly subscription of 1000000000$/sec

teal vector
#

I dont remember announcing this

woven sparrow
shrewd loom
lean bone
#

I'm back party people. And it's monday, you know what that means

balmy blaze
#

Tomorrowโ€™s Tuesday!

broken ether
#

Lmaoo

woven sparrow
lean bone
# teal vector Back to work

it was like 10 hours in a car to get there and 10 hours again to get back ao i actually spent a lot of that coding on a laptop so work didn't really stop lmao

teal vector
#

Coding and driving

#

Shame on you

woven sparrow
#

Driving under the influence of coding peepoCoffeeShake

teal vector
#

90% of coder drivers end up dead or paralyzed

#

Be careful guys

ornate drum
ornate drum
#

ah, but what about interior props

woven sparrow
lean bone
# ornate drum ah, but what about interior props

Spawn node selection you may notice is a dropdown. it defaults to the children of the gameobject you put it on for custom node placement, but has options for outside ai nodes, inside ai nodes, and a combiniation of inside and outside ai nodes. (this is also how wesley's moon hazards work now instead of just being placed in the rough area of where the dungeon generates they are placed through this)

ornate drum
#

ah i think i see

ornate drum
#

let's go i've got BUSH HALFWAY IN THE FLOOR...

balmy blaze
#

Never really looked at this random prop placer but now I kind of want to. Probably some things I could do with it.

teal vector
#

gacob here, to deliver a message

#

dont use, no permission

split mural
#

Boioioioioioing

stray marlin
#

Elasticity is real

halcyon remnant
#

never thought i'd see the day

teal vector
#

Guys I didnt make elasticity, something weird is going on

ornate drum
teal vector
#

Grazy?

orchid widget
#

I was crazy once

stray marlin
#

Lazy

#

wait, that's me

stray marlin
#

i already know how im gonna do this moon's icon

lean bone
#

oh? lol

stray marlin
#

it'll be easy (probably)

lean bone
#

i assume you've found out..?

stray marlin
#

bout what? (was at work most of my day)

lean bone
#

:)

stray marlin
#

hmm

woven sparrow
#

๐Ÿ™‚

lean bone
#

on an unrelated note has anyone found ||elastevy||?

stray marlin
#

||are you supposed to fall thru the floor when exiting thru main?||

stray marlin
#

@lean bone ^

lean bone
#

oh huh, not heard that one yet lmao

stray marlin
#

huh... i cant reproduce it...

#

unless it somehow only happens with factory interior

#

and just now, during stormy, i was pushed out of the ship while landing

#

apologies. just gettin shit out of the way before others do

#

wonder if all of the above have something to do with the lattermost, because i see that spam occasionally in other parts of the map, and lag can lead to funny clipping

#

anyways, them's my reports.

mellow path
stray marlin
#

@lean bone ^

lean bone
#

was this on 1.0.2?

stray marlin
#

correct

mellow path
# stray marlin correct

If you're using Wider + 2SS btw you'll wanna add the moon to the blacklist for Navmesh Regen

stray marlin
#

used regular

lean bone
stray marlin
#

well

mellow path
stray marlin
#

as a sign of good faith, and a thank you for releasing this meme

lean bone
stray marlin
#

o7

teal vector
stray marlin
#

so far tho, it doesnt seem detrimental. when i was put below the main door, i could walk out with no problems

#

im fine with chalking it up to sanity loss for now

lean bone
#

||i also made it longer for fun||

stray marlin
#

seems it lags most when looking at the main building. wonder if a texture might be oversized, or if something has an enormous amount of polies?

neat frigate
#

a high quality texture wont make you lag

stray marlin
#

latter it is might be

mellow path
#

@lean bone I'm noticing there's really bad lag when looking at the Main Entrance and the scan node for Main is missing

#

on Elasticity

lean bone
#

yeah there's no scan node there right now

#

it also says in the description there will be some lag. if it bothers you that bad you don't have to play on it. it's a joke moon anyways.
I also won't be fixing or probably working on anything this weekend because i want to relax some :)

teal vector
#

But you're a modder

#

We dontbrelax

lean bone
#

that's what you're here for gacob

mellow path
#

Incase it's not intentional

#

lol

balmy blaze
#

If you intentionally make lag you can later remove the lag and claim it was an optimization update even though you didn't really do anything. But it suggests you're working hard!

I might have to do that ๐Ÿค”
/j

red plaza
# lean bone it also says in the description there will be some lag. if it bothers you that b...

not sure how much exactly it would help, but switching the corn material to opaque alpha cut will reduce the rendering overhead.
playing around with pixel error and base map distance (auto lods) for terrain might also provide some benefit.
these are just suggestions if you have the time to play around and tweak something.
unfortuantely, i also take a pretty big fps drop for some reason (down to 10) but the moon's gimmick is pretty unique, i like it greed

lean bone
#

||i haven't done any actual profiling but i suspect lag issues to be related more to the constantly moving ai nodes, main entrance position, and navmesh making ai calculations real funky. though the addition of the cornfield to hide the seam absolutely doesn't help so your suggestion will still have decent impact.||

red plaza
# lean bone ||i haven't done any actual profiling but i suspect lag issues to be related mor...

I have a debug profile ready, so i checked. basically all of the problems stem from 2 things: terrain culling ||(since it becomes more and more visible as it slides away)|| and the crazy amount of corn, second one is from navmesh - ||it seems like you're moving offmesh links and navmesh modifiers||, so the navmesh is being rebuilt non-stop, oops.

For the first thing i'd suggest looking into meshifying it (although i saw there is a disabled mesh terrain, so guess this wasn't easy to work with) and using gpu instancing for corn. For the second, try disabling every single navmesh related thing there, besides the mesh itself. I know it will cause problems ||on the border||, but better than nothing.
Also i'd suggest to slightly delay the start time of the gimmick (~ by a minute), because some mods use async navmesh rebuild and you'd want to allow it to finish, otherwise it will also continue updating the mesh continuously.
On the graph you can clearly see when I look away from the main entrance and when directly at it.

lean bone
# red plaza I have a debug profile ready, so i checked. basically all of the problems stem f...

||I had the terrain meshed actually but it completely ruined the effect making the gimick incredibly obvious since you could see the terrain texture moving beneath you because of how splatmat materials handle being moved. the off mesh links moving are required to allow enemies to walk across a constantly moving boarder. both terrains have rough surfaces so the links need to move to stay on the edge. lastly anything causing a navmesh rebuild will just break everything anyways since it will put no nav mesh in the intersection area making enemies unable to path across. This is part of the reason there's no outside map objects here too. this moon should be blacklisted when played with any mods that require a navmesh rebuild.||
tldr a lot of this was considered already and i chose to just not at least for right now. if i come up with solutions to do some of these things then i may implement them like the mesh terrain but idk.

red plaza
#

aaah, ok, i thought this was not known. all points are valid, sad that unity is a bit slow D:
||btw if you ever decide to reconsider mesh terrain, let me know, i can change the part that causes the texture to appear moving when you move the object ๐Ÿ‘€ ||

lean bone
#

honestly i was disapointed that i couldn't use the mesh terrain so i'll take you up on that offer

red plaza
#

it's literally a one line change for me, so no problem benice

teal vector
#

||what if you made the ai nodes and stuff go through entrances too ๐Ÿฅบ ||

lean bone
#

||moon where i make all the ai nodes randomly pathfind around eachother||

lean bone
#

๐ŸŽ‰

broken ether
teal vector
lean bone
#

thank lol

broken ether