#itolib

1 messages · Page 2 of 1

solar ravine
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I dunno

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What makes it legacy?

drowsy leaf
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Oh maybe because you were able to use it in this

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Not sure though

solar ravine
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OH

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Do I need to reanimate it...

drowsy leaf
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Might be a way to convert the clip, but you can just create a new AnimationClip and copy over stuff

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Keyframes and stuff I mean

solar ravine
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Had to redo the whole thing

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Look good?

drowsy leaf
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Makes it a bit smoother when riding it (which I assume you'll do at some point) plink

solar ravine
#

got it

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uh huh

solar ravine
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Used the animator

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And im just

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STUCK

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In one place spinning

drowsy leaf
solar ravine
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STILL

drowsy leaf
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PlayerSeater does not actually move the player

solar ravine
drowsy leaf
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It sits em down

solar ravine
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Im not moving with it

drowsy leaf
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Yeah

solar ravine
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So...

drowsy leaf
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Sits them down without parenting plink

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If you want the player to follow you can add a PlatformGrabbable and attach to that as well

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PlayZone slides are a combination of those two

solar ravine
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To each seat?

drowsy leaf
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Ye

solar ravine
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Also for stormy weather is it supposed to be so clear?

drowsy leaf
drowsy leaf
# solar ravine

Also uhhh not sure, I guess check sky and fog volume settings in the moon

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Mayhaps

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Or also the overcast/stormy sun animation maybe

solar ravine
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The checkmark means enabled right?

drowsy leaf
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Ye

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You wanna have it false

solar ravine
drowsy leaf
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You can disable attachOnEnter on it and uhh

solar ravine
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Did...

drowsy leaf
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In PlayerSeater, you can add a call to PlatformGrabbable.AttachPlayer in the onPlayerSit , and PlatformGrabbable.DetachPlayer in onPlayerUnsit

solar ravine
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Ok...

drowsy leaf
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Also you mentioned being stuck right?

solar ravine
drowsy leaf
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What does your PlayerSeater look like

solar ravine
drowsy leaf
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Oh weird

solar ravine
drowsy leaf
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Should be able to get back up by just pressing space

solar ravine
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I can gfet up fine

drowsy leaf
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o

solar ravine
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Its more I didnt MOVE with the like

drowsy leaf
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Oh yeah

solar ravine
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Merry go rtound

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Ya know

drowsy leaf
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Then yeah it's fine then

solar ravine
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Both failed wtf?

drowsy leaf
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o

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Hmmm

solar ravine
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Weird right?

drowsy leaf
# solar ravine

There's also the disableTrigger field in InteractTrigger (and thus InteractPurchasable) but I forget what it do exactly

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Could try that

drowsy leaf
solar ravine
drowsy leaf
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Try without detachOnSpecialAnimation

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Sitting down counts as that plink

solar ravine
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Lemme try

solar ravine
# solar ravine

I was disabling the box collider of the BOX COLLIDER IN THE SKY

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YES

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ONE DONE

solar ravine
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WHOOHOO!

green meteor
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For DungeonConditional what is it exactly is the name its looking for when it comes to modded interiors?

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theres usually multiple different names set, for example "Moddedinterior" or "moddedinteriorflow"

drowsy leaf
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-# (I think)

solar ravine
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This is for later

drowsy leaf
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PlayzoneDungeonFlow

solar ravine
drowsy leaf
solar ravine
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@drowsy leaf

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Question!

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With the uh...

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EXPLODE effect

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Or uh with A effect

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Is there a way to make an explosive shovel?

gilded rock
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The inventor of dynamite asked the same question

solar ravine
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How!

gilded rock
solar ravine
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I hope it's soon.

drowsy leaf
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Mortar hammer

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Can't steal the copyrighted™ idea, clearly

solar ravine
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My friend wants its own SPECIAL version

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IM LIKE

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USE THE MORTAR HAMMER

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HE WANTS AN EXPLOSIVE PIECE OF BACON

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IM LIKE

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???????????????????????????

drowsy leaf
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But yeah you can make one plink

solar ravine
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Teach me...

solar ravine
drowsy leaf
drowsy leaf
# solar ravine I need to know!

First thing though do just be gettin the shovel itself working, you can just add an ItemGrabbable + an ItemWhackable (like the ItemKickable) plink

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Default settings are just vanilla shovel, don't really need to configure anythin

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You can have an ExplodeEffect go off in the onWeaponHitLocal event

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For the ExplodeEffect itself you gotta add a collider (box, sphere, or capsule), and the defaults for the other fields below are like the vanilla landmine

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Collider defines the range of the explosion pretty much

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Should do a sphere most likely

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You can also have another collider to define the kill bounds (this other collider one can exclude all layers, it only serves to define the range it should kill at)

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But yeah you call ExplodeEffect.CheckObjectsInRegion() (from the shovel's onWeaponHitLocal) to actually have the explosion happen

solar ravine
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@drowsy leaf

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If I add weighted event

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will this put it at a chance?

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Setting weight to like 20 sets it at a 20%

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Or smth

gilded rock
# solar ravine

If it’s the only option I think it would be guaranteed. Weight systems are like objectweight/totalweight so this is a 20/20 chance.

If you had another thing with a weight of 10 then your current explode would be a 20/30 chance

solar ravine
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So

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Like this?

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Should be 1/4 chance

left herald
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1/4 would have boom be 5 and no boom be 15

solar ravine
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okay...

solar ravine
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@gilded rock I know this is dumb but like I need to link the uh

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Weighted event to when the shovel hits something which one would I use? If you know ofc

gilded rock
solar ravine
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Am I STUPID

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Or is it bool Preformed Activation

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or is it enabled

gilded rock
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My guess is RollFromClient or RollFromServer, but idk

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I've not used it I don't think.

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Just kind of based off the name, maybe RollFromClient just does it for the player using it while the server one would be for everyone? idk

gilded rock
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Paco would probably be able to tell you better

solar ravine
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Yea yea ofc

drowsy leaf
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o

drowsy leaf
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You can leave the event blank, don't need the 'No Function' entry there

drowsy leaf
# solar ravine

RollFromServer() in the whackable's onPlayerHit (not local) is what you wanna do

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It rolls the weighted event on the server and sends it to clients

solar ravine
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KNEW IT!

drowsy leaf
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RollFromClient() is for use with like a PlayerSensor, which gives the player that triggers it in the event callback

solar ravine
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Awesome!

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Alr

drowsy leaf
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So it rolls it for that client specifically then sends it to everyone else

solar ravine
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OH QUESTION

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How do I find my moon name

drowsy leaf
solar ravine
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Like

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It says that

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BUT IS IT LIKE

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pinemoons:Fluffyland=+20

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Idk

drowsy leaf
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Should be yeah

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Depends on how you have the NamespacedKey

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In the DawnMoonInfo for it

solar ravine
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Ok ok...

solar ravine
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IM LIKE 92% there

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gotta see everything I added works

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@drowsy leaf

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OH

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I HAVE LOUD SPEAKERS

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WHICH PLAY CIRCUS MUSIC

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BUT... IS THERE A WAY TO SYNC THEM ALL?

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I WAS USING BOTH

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AUDIOGROUP

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AND NETWORKED SOURCE

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BUT WANTED TO ASK

solar ravine
drowsy leaf
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You don't need the NetworkedSource for this though actually, can probably just handle it with regular ones, but uhh

drowsy leaf
# solar ravine BUT... IS THERE A WAY TO SYNC THEM ALL?

You add all the AudioSources to the AudioGroup (either by addin their objects or one of their parents) and it lets you control em all at the same time (PauseAll(), UnpauseAll(), etc), but there's also a SyncWith(AudioSource) that lets you set the current playing time from one of the sources and apply it to all

solar ravine
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Did this

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Wait where

drowsy leaf
# solar ravine

Oh it's a function, so if you add anythin with an event you can call it from it

solar ravine
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Okay

drowsy leaf
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You can do like an HourEvent perhaps to have it run at the very start

drowsy leaf
solar ravine
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Im near the end...

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I might need that apparatus thing should I just use JLL?

drowsy leaf
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Oh I do have it, I just be polishin a couple other things plink

solar ravine
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@drowsy leaf

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Question!

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When on the fluffy go round

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Im usually not facing foward and usually to the left or right

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is there a way to fix that

drowsy leaf
solar ravine
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I do nut

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BUT

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\WHERE IS IT SUPPOSED TO BE POINTING

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ALSO

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ITSLIKE

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LOCKED?

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I cant move it

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BUT KNOWING WHERE THE ARROW IS SUPPOSED TO BE POINTING WILL HELP TOO

drowsy leaf
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Like for the axes

solar ravine
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Global

drowsy leaf
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Oh hmm

solar ravine
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Lemme

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Just close and reopne

drowsy leaf
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I dunno how you have your hierarchy structured

solar ravine
drowsy leaf
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But you can have the PlayerSeater on a child object and rotate that instead

solar ravine
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But uh

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Where is the arrow supposed to be pointing to be foward

drowsy leaf
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Change it to local

solar ravine
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Still locked

drowsy leaf
solar ravine
drowsy leaf
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No like any other components I mean

solar ravine
solar ravine
drowsy leaf
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Ye

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What about the Animation, what's being moved?

solar ravine
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@drowsy leaf

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OH

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UH OH

drowsy leaf
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Whar

solar ravine
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idk...

drowsy leaf
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Or have you tried with 0,0,0 as well

solar ravine
#

But the arrows are locked

gilded rock
# solar ravine

When in global, the arrows will point along the axis. You need that to be local

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Then the arrows point relative to where the object is locally pointing

solar ravine
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@drowsy leaf

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How do I make the exploding sword kill me?

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It just does the explosions

drowsy leaf
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Hmm

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Increase range maybe?

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Or uh hmm

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Ah wait I remember

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The player 'position' is actually their feet plink

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The explosion needs to reach all the way down there

solar ravine
drowsy leaf
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That's AudioSource range plink

solar ravine
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?

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Bigger?

drowsy leaf
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Ye make it larger

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Or uh

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I guess you could also lower it lol

solar ravine
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ITOLIBBBBBBBBBBBBB

solar ravine
solar ravine
solar ravine
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Maybe didnt set explosion as map hazard

solar ravine
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@drowsy leaf

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This right?

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It was donotset

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And now the sword is gone

solar ravine
drowsy leaf
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It should be DoNotSet, otherwise the collider gets disabled when picked up

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But uhh

solar ravine
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What in

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I just updated

drowsy leaf
drowsy leaf
solar ravine
solar ravine
drowsy leaf
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Should be a trigger

solar ravine
drowsy leaf
solar ravine
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I know right?

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so weird

drowsy leaf
# solar ravine

I guess double check library is enabled in the profile actually

drowsy leaf
solar ravine
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Wuh..

drowsy leaf
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Oh whar

solar ravine
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New itolib bug!

drowsy leaf
# solar ravine

Are there any errors during loadin though? Should send a full log

drowsy leaf
solar ravine
#

Like lethal?

drowsy leaf
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Yeah

solar ravine
#

One sec

drowsy leaf
# solar ravine

This shouldn't run unless you like hit play on editor or something though

solar ravine
drowsy leaf
solar ravine
#

What in

drowsy leaf
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Missing or disabled or somethin

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In the profile

solar ravine
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I'll fix it

solar ravine
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BOOM!

solar ravine
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Its almost here...

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LAST BUT NOT LEAST

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@drowsy leaf

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How does the new apparatus thing woerk

drowsy leaf
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Just put it on anything

gilded rock
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🥪

drowsy leaf
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Ye

gilded rock
solar ravine
solar ravine
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@drowsy leaf

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Do I have this right?

drowsy leaf
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Should work ye

solar ravine
#

There

solar ravine
drowsy leaf
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It'll do whatever's in the event so ye

solar ravine
solar ravine
drowsy leaf
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Interiors are the ones that define moon weights

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However you can add the Fun tag to your moon

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PlayZone do have weights for any Fun-tagged moons

drowsy leaf
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Could add a lethal_level_loader:fun tag

solar ravine
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LIKE THIS?

drowsy leaf
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Gotta add a namespace in the dropdown thing, I think it is just lethal_level_loader for any LLL tags

solar ravine
#

?

drowsy leaf
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Ye

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That should work

untold dawn
drowsy leaf
untold dawn
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In weights*

drowsy leaf
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Fair though actually lol

untold dawn
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I think technically it'd be your_mod_name:fun but it doesn't really matter nor do I remember

drowsy leaf
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LLL does operate on no namespace for tags, so it sounds weird to combine both systems

untold dawn
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A lil bit

solar ravine
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@drowsy leaf

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uH....

drowsy leaf
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Whar

solar ravine
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I dunno how to explain it

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Also

untold dawn
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Cull factory?

solar ravine
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oH.

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Yeah.

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I have it

untold dawn
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The bounds of that interior aren't set up properly then

solar ravine
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Its just vanilla

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Which is weird.

solar ravine
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the sword explodes

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But doesnt kill me

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Uh...
Do I need add something

untold dawn
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Get that log file

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And modpack code

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And send em in the cullfactory thread

solar ravine
untold dawn
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:p

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Explain the issue and that it's a vanilla interior

solar ravine
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Alr

solar ravine
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But I tried with a second person and it exploded and didnt do nothing

solar ravine
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Also

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It still says

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Swing shovel

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How do I change that again

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I assume I move it to just weapon hit

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right

untold dawn
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I would assume not

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Since it rolls from server

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But ig wait for Paco I have no idea what your item is doing

solar ravine
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At a 1/5 chance

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I know Wesley Steal but someone else wanted it

untold dawn
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I have no idea what Wesley steal is but, does the client like, not see the explosion?

solar ravine
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But like

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One person. IT BLOWS UP AND YOU DIE

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Two people. It explodes does damage to one but doesnt kill and like

untold dawn
#

The problem is probably in the weighted event script then

solar ravine
#

Disables the swinging mechanicv

untold dawn
#

Disabled the swinging mechanic? That sounds pretty broken

solar ravine
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Yeah

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Its weird

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But thats why u test for multiplayer

drowsy leaf
#

o

solar ravine
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If I have to break it down

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Sword dont work

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And still says

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"Swing Shovel"

drowsy leaf
#

Tooltip should be in the item properties

drowsy leaf
solar ravine
solar ravine
#

Is it the local thing?

drowsy leaf
#

Oh you want the sound effect on the other plink

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Or actually both

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But lemme double check

solar ravine
#

Ill be here

drowsy leaf
#

I mean yeah should try it actually

slim sage
#

i mean uhhhh i said nothing

untold dawn
#

Whar

slim sage
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(cause don't tell anyone) but nah i was thinking i'd have trouble tag matching with lll stuff but that isn't the case

drowsy leaf
untold dawn
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Oh lol, yeah it'll be fine

solar ravine
#

I think

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That is my occlusion thingy

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Could that be the issue

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@drowsy leaf Is there a way to figure out what these 2 white boxes are

drowsy leaf
#

I dunno what you're lookin at

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Oh zoomed out moon

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Uhhh I mean

drowsy leaf
#

To find what it is

solar ravine
#

Uh

drowsy leaf
#

Weird

solar ravine
#

I GOT IT

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Phew

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@drowsy leaf

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OKAY SO

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I BLOW UP

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BUT MY FRIEND WHO HAS THE SWORD

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DOESNT BLOW UP

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IM GETTING THIS

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@untold dawn Now the floor is missing

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Wtf

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Also

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Is there a way to make my merry go round SPIN with the player

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Or no

solar ravine
#

Uh Sorry for pinging so much. Just in case you didn't see... @drowsy leaf

drowsy leaf
solar ravine
drowsy leaf
solar ravine
#

The sword error

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I die now

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But my friend dont

drowsy leaf
solar ravine
drowsy leaf
solar ravine
drowsy leaf
#

Thing I overlooked

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It's also an easy fix though, it'll be in hotfix update (soon™)

solar ravine
#

Alr but it's fine as is for now?

drowsy leaf
#

Most likely yeah

solar ravine
#

Woohoo

drowsy leaf
#

It's erroring out mid-dealing the damage

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So just kinda stopping

solar ravine
#

Oh

drowsy leaf
#

Can assume stuff gets damaged properly though

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After hotfix

solar ravine
drowsy leaf
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Ye

solar ravine
solar ravine
#

@drowsy leaf

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When this patch comes out

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Do I need to do anything

solar ravine
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Also

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Is 50 MB too big for a huge moon

untold dawn
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Oxyde is 50mb

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Take that as your ruleguide

solar ravine
#

Alr

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So not too bad

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I followed that uh

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Lower mb thing like the compressing of models

untold dawn
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Keeping in mind everything in there is custom modelled and textured too but yeah if you feel it's fine then it's fine

solar ravine
#

And it went down 1 mb

untold dawn
#

Thats pretty good, putting all your models on medium compression makes a non noticeable visual difference usually

solar ravine
#

I did high

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And went to medium if I saw a huge change to the model

untold dawn
#

Thats fine too, depends on the model usually

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Ye

solar ravine
drowsy leaf
solar ravine
solar ravine
#

@drowsy leaf

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SO IM GETTING THIS ERROR WITH DAWNLIB

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And its about that explosive sword I was talking about

drowsy leaf
solar ravine
#

Uh

drowsy leaf
#

Whar

solar ravine
solar ravine
drowsy leaf
#

Oh lol

drowsy leaf
#

@radiant yacht Can do somethin like this, just those two components on whatever object you want pretty much plink

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You gotta adjust a few values to get it right, but that should be like a 'wind' effect sorta

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I just kinda made up the parameters without testing greed

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Important values to tweak are ⁨forceToApply⁩ (max speed to apply to the player), ⁨launchSpeed⁩ (which is how fast it ramps up to the desired max speed), and the time interval for the ⁨DelayedEvent⁩ (which will depend on the other two kinda)

#

Can edit all that stuff in-game with like UnityExplorer

radiant yacht
#

what if i only want it to work outside

drowsy leaf
#

I do have a thing to toggle stuff when going indoors or outdoors

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Though needs a small fix at the moment that I have not yet released

drowsy leaf
#

But it does just have an event for the local player entering and exiting the interior

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Though I guess wind effect would still work inside the ship, but I guess you could have a trigger with a PlayerSensor (with ⁨⁨onlyAffectsLocalPlayer⁩⁩ enabled) at the ship or somethin

drowsy leaf
#

It's one of the level events iirc

slow moss
#

how should i move the player around, like having something force the player to walk in a specific direction?

drowsy leaf
#

To make players run in a specific direction you can put em in a hallway and put an active Jester at the other side beevil

drowsy leaf
#

Or like uh

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They wouldn't be forced to walk as much as they'd be pushed in the desired direction

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But it'd just be like a fan though lol

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There's also the ⁨disableMovement⁩ field so they stand still plink

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It's a bit wacky to adjust for like a slower push instead of an immediate launch, but parameters can be tweaked

slow moss
#

my dumbass thought i was in devgeneral ;;

drowsy leaf
#

o

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I see lmao

slow moss
#

lmao

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you still helped tho, gonna look at how the fans in code rebirth do it

drowsy leaf
#

PlayerControllerB.externalForceAutoFade⁩ iirc

slow moss
#

ah, okay

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tyty

drowsy leaf
#

Though actually the CR fan pulls in Rigidbodies too apparently

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So maybe it ain't using that, hmm

solar ravine
#

@drowsy leaf

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My group wanted to play today. Do we know when the patch is ready?

drowsy leaf
#

But uhh, there be a couple other things I'm fixin

solar ravine
#

Could we maybe have a quick patch for the explosion thing? Cause I know my friend is gonna beeline it for his bacon sword

green meteor
#

Would you consider adding a script to have audio from walkies broadcasted through an audiosource? It’s not something I need immediately, just later on for the moon I’m currently working on, so you can take your time if you decide you want to do it. Thought I’d ask stare

gilded rock
#

I too would like this

drowsy leaf
#

Player to walkie communication is alot easier than walkie to player

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Just due to how walkies work

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For one you can't hear walkies when they're active and on the ground

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But player to walkie is just setting the player as 'talking into walkie', it doesn't need its own AudioSource to play audio from

green meteor
#

Damn

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Not a lot of people would use it probably so if it's very complex that's fine yoiled

drowsy leaf
#

Sorry it took a bit long, I got distracted by a couple things

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Bacon sword do work though, tested it plink

drowsy leaf
#

Oh nevermind, weird

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For some reason I couldn't purchase the bacon sword at first lol

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But it do work

drowsy leaf
#

So ye don't have to worry about that

drowsy leaf
dim bluff
green meteor
#

Mr ito mito would you consider adding a script to put a players voice through an audiosource? plink
so if someones holding on an interact trigger their voice can be heard from like a speaker or something stare

green meteor
#

yeah but thats different

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its walkies

drowsy leaf
#

What is a walkie if not an AudioSource you hear a player's voice out of

green meteor
#

thats audio from walkies being broadcasted to an audiosource while this is just a players voice stare

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unless it wont be that plausible for the same reasons which is fair

drowsy leaf
#

I mean maybe it's doable but it'd be the same thing or at least pretty similar

green meteor
#

damn

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dont worry about it then :p

drowsy leaf
#

Players each have their own voice AudioSource with them, which gets set to 2D whenever they talk into a walkie

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Walkie is just a means to determine if a player is eligible to hear it (walkie has battery and is on), or have their voices heard by others (holding left click on walkie)

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I duno I'd have to mess with it, but it's more involved than just toggling speakingToWalkieTalkie for a player

near pine
#

Mr ito mito would you consider adding a script to put a players voice through an audiosource? plink
so if someones holding on an interact trigger their voice can be heard from like a speaker or something stare

near pine
#

Frog jumps back to it's nest

untold dawn
#

Your ass is the nest?

gilded rock
#

Hey Paco, how difficult would implementing the ability to disable the underwater filter in PlayerHinderer be? Because I'd really like to not have the filter there for something. (you could get crazy and let people put their own filters there like I think JLL does, but I don't need that here).

Also, I don't think the mute option is muting the underwater audio, but from the code I couldn't tell why that might be the case. Is it supposed to or is it just the wading noise? (I didn't test the wading noise so idk if it's muted or not). If it's not intended to mute the underwater noise, can it be added (or a different bool for that)?

https://github.com/pacoito123/LC_itolib/blob/3069414e799adf0f801438e1c36240b8e7978385/itolib/Behaviours/Effects/PlayerHinderer.cs#L356-L361

GitHub

[Lethal Company] Wondrous gizmos and gadgets for the restless mind. - pacoito123/LC_itolib

drowsy leaf
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o

drowsy leaf
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I gotta double check a couple things are workin properly with the script also, but ye

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I can look into the underwater filters while I'm at it

solar ravine
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@drowsy leaf Since I saw like uhhhhhhhhhhhhhhhhhhhhhhh CodeRebirth updated IM BACK ON THE GRIND!

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Uh one question how do you fix it so if you don't have enough money and you cant buy the item it doesnt just break the item

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Cause I had someone try to buy it

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didnt have enough moneyh

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And then I gave them some and the trigger just

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Broke

drowsy leaf
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I think I needed to fix it on my end but forgor

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There be a couple fixes I gotta do regardless so I can look into that

green meteor
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So how does ExplodeEffect work exactly? plink

drowsy leaf
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Checks for stuff inside the region that'll get hit by the explosion

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Damage curve scales how much damage is taken depending on proximity to the center of the explosion

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I do need to improve a couple things with ExplodeEffect, but it should work plink

green meteor
drowsy leaf
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Ye it's just the Collider

green meteor
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Awesome thanks yoiled

green meteor
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Would it be possible to make it so ItemDiscardable disables the grab tooltip when discarded if "Disable Grab on Discard" is true?

drowsy leaf
green meteor
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You can’t grab it but it keeps the tooltip :p

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Which can get in the way of other interact triggers, though it’s not too much of a big deal since you can make the collider bigger

green meteor
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Does Enemy Sensor work like Player Sensor, as in you can use Region Entered to run a unity event when an enemy walks into the collider? Or do you need to use CheckObjectsInRegion for it to work?

drowsy leaf
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I use OnRegionEntered for the PlayZone elevator to get enemies to call it down plink

untold dawn
drowsy leaf
radiant yacht
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@drowsy leaf lost signal trigger script when

green meteor
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It looks like ForceDropItem(s) from ItemDiscardable is broken in v81

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ItemDiscardable itself works, but using a unity even to trigger ItemDiscardable.ForceDropItem wont do anything

drowsy leaf
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Oh whar

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Right, I think I only fixed it for PlayerLauncher lol

green meteor
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i see :p

radiant yacht
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also a item sprayable possibly (for both spray can and weed killer since they're both in the same script in vanilla for some reason)

drowsy leaf
radiant yacht
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would be like an attached thing right

drowsy leaf
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Probably could be yeah

radiant yacht
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what about the item sprayable

drowsy leaf
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Could be neat ye, though might be more EventfulSprayItem or something

radiant yacht
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that would include changes to some variables right?

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such as the tank capacity

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and for weed killer items the efficiency

drowsy leaf
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Depends on how hard coded those values are lol

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I forgor

radiant yacht
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tank capacity is just not public by default

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for some reasons

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can't change it in the component variables, only able to see it via unity explorer

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as for the efficiency i have no idea

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that might depend on a specific function which i'm too lazy to look up

drowsy leaf
drowsy leaf
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Actually don't even need it, GameLibs package is already publicized

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But ye

radiant yacht
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also sidenote : what in the helly hotdog is privating variables for

drowsy leaf
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Object-Oriented Programming concept

gilded rock
# gilded rock Hey Paco, how difficult would implementing the ability to disable the underwater...

Hey @drowsy leaf, if I were to hypothetically take a look and figure this water thing out and/or get the enemy spawner to have an option to not care about a nest (like the old birds), are you ok with pull requests? Again, I don't know that I will necessarily be able to look into it/figure it out, but I don't really want to look into it for itolib if you'd prefer to just keep its development to yourself. I just don't really know that I want to make my own lib for just these when other libraries are already so close (for the second issue JLL spawns a nest now but it doesn't seem to be where the spawner is and its github seems to be out of date so idk what exactly it's doing. It's probably just a random node).

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I might still need to make a library for myself anyway, unless you have or plan to add a thing to control the ship doors from elsewhere and make it takeoff and land

drowsy leaf
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Enemy nest stuff shouldn't be too bad though, I do some similar stuff for hives where I teleport the hive to the center of the spawner after a frame plink

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LLL update do be nearly ready also