#itolib
1 messages · Page 2 of 1
Might be a way to convert the clip, but you can just create a new AnimationClip and copy over stuff
Keyframes and stuff I mean
Should set update mode to Animate Physics
Makes it a bit smoother when riding it (which I assume you'll do at some point) 
Used the animator
And im just
STUCK
In one place spinning

STILL
PlayerSeater does not actually move the player
It sits em down
Im not moving with it
Yeah
Sits them down without parenting 
If you want the player to follow you can add a PlatformGrabbable and attach to that as well
PlayZone slides are a combination of those two
To each seat?
Ye
Should make a prefab for the seat, then just copy that to around the merry go round

Okay...
Also uhhh not sure, I guess check sky and fog volume settings in the moon
Mayhaps
Or also the overcast/stormy sun animation maybe
Do I do anything to platform grabbable?
You can disable attachOnEnter on it and uhh
Did...
In PlayerSeater, you can add a call to PlatformGrabbable.AttachPlayer in the onPlayerSit , and PlatformGrabbable.DetachPlayer in onPlayerUnsit
Ok...
Also you mentioned being stuck right?
Yea
Oh weird
Should be able to get back up by just pressing space
OH NO
I can gfet up fine
o
Its more I didnt MOVE with the like
Oh yeah
Then yeah it's fine then
Weird right?
There's also the disableTrigger field in InteractTrigger (and thus InteractPurchasable) but I forget what it do exactly
Could try that
And uhhh, what does your PlatformGrabbable look like
Oh wait
Try without detachOnSpecialAnimation
Sitting down counts as that 
Lemme try
I was disabling the box collider of the BOX COLLIDER IN THE SKY
YES
ONE DONE
For DungeonConditional what is it exactly is the name its looking for when it comes to modded interiors?
theres usually multiple different names set, for example "Moddedinterior" or "moddedinteriorflow"
Level3Flow to match Mineshaft for instance 
-# (I think)
How would I set Play zone as a custom interior thing
This is for later
PlayzoneDungeonFlow
Thanks! I gotta include peak since well it's what? Bozoros 2

@drowsy leaf
Question!
With the uh...
EXPLODE effect
Or uh with A effect
Is there a way to make an explosive shovel?
The inventor of dynamite asked the same question
Idk, @AlphredNobel what was the answer?
You think he's gonna respond.

I hope it's soon.
Ye but that already exists 
Mortar hammer
Can't steal the copyrighted™ idea, clearly
See thats the issue
My friend wants its own SPECIAL version
IM LIKE
USE THE MORTAR HAMMER
HE WANTS AN EXPLOSIVE PIECE OF BACON
IM LIKE
???????????????????????????
How...

Teach me...
I need to know!
Was playin a session, I shall open Unity in a bit™ 
First thing though do just be gettin the shovel itself working, you can just add an ItemGrabbable + an ItemWhackable (like the ItemKickable) 
Default settings are just vanilla shovel, don't really need to configure anythin
You can have an ExplodeEffect go off in the onWeaponHitLocal event
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
Collider defines the range of the explosion pretty much
Should do a sphere most likely
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)
But yeah you call ExplodeEffect.CheckObjectsInRegion() (from the shovel's onWeaponHitLocal) to actually have the explosion happen

Alright...
@drowsy leaf
If I add weighted event
will this put it at a chance?
Setting weight to like 20 sets it at a 20%
Or smth
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
So
Like this?
Should be 1/4 chance
1/4 would have boom be 5 and no boom be 15
okay...
@gilded rock I know this is dumb but like I need to link the uh
Weighted event to when the shovel hits something which one would I use? If you know ofc
I'm thinking it looks like there's "on weapon hit" in the "item whackable" script. You'd probably have it call the weighted event
I have that
But uh
Hold
Am I STUPID
Or is it bool Preformed Activation
or is it enabled
My guess is RollFromClient or RollFromServer, but idk
I've not used it I don't think.
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
Hmm...
Alr
Paco would probably be able to tell you better
Yea yea ofc
o
Yeah weight of 5 and 15 would be 1/4 chance
You can leave the event blank, don't need the 'No Function' entry there
RollFromServer() in the whackable's onPlayerHit (not local) is what you wanna do
It rolls the weighted event on the server and sends it to clients
KNEW IT!
RollFromClient() is for use with like a PlayerSensor, which gives the player that triggers it in the event callback
So it rolls it for that client specifically then sends it to everyone else

Should be yeah
Depends on how you have the NamespacedKey
In the DawnMoonInfo for it
Ok ok...
Alr...
IM LIKE 92% there
gotta see everything I added works
@drowsy leaf
OH
I HAVE LOUD SPEAKERS
WHICH PLAY CIRCUS MUSIC
BUT... IS THERE A WAY TO SYNC THEM ALL?
I WAS USING BOTH
AUDIOGROUP
AND NETWORKED SOURCE
BUT WANTED TO ASK
I have multiple
There be actually 
You don't need the NetworkedSource for this though actually, can probably just handle it with regular ones, but uhh
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
Oh it's a function, so if you add anythin with an event you can call it from it
Okay
You can do like an HourEvent perhaps to have it run at the very start
Also activation time here can be immediate
But yeah just HourEvent with playAtTime at 120 will just have it trigger at 8:00 AM 
Oh I do have it, I just be polishin a couple other things 
Okay!
@drowsy leaf
Question!
When on the fluffy go round
Im usually not facing foward and usually to the left or right
is there a way to fix that
Rotate the object holding the PlayerSeater itself

Like
I do nut
BUT
\WHERE IS IT SUPPOSED TO BE POINTING
ALSO
ITSLIKE
LOCKED?
I cant move it
BUT KNOWING WHERE THE ARROW IS SUPPOSED TO BE POINTING WILL HELP TOO
Oh hmm
Locked because of the Animator I assume?
I dunno how you have your hierarchy structured
I think?
But you can have the PlayerSeater on a child object and rotate that instead
I mean the arrow won't change since it's global space
Change it to local
What do you have on it specifically
Seater
No like any other components I mean
Like these?
Whar
Has the rotation in here been that value?
Or have you tried with 0,0,0 as well
No it changes
But the arrows are locked
When in global, the arrows will point along the axis. You need that to be local
Then the arrows point relative to where the object is locally pointing
@drowsy leaf
How do I make the exploding sword kill me?
It just does the explosions
Hmm
Increase range maybe?
Or uh hmm
Ah wait I remember
The player 'position' is actually their feet 
The explosion needs to reach all the way down there
That's AudioSource range 
ITOLIBBBBBBBBBBBBB
BTW ito the bacon doesnt works still
Also the structure
Should be a trigger 
Oh whar
Idk
trying again
Not sure why this'd be happenin though
Should be
This be fine yeah
Oh whar
Are there any errors during loadin though? Should send a full log
Which one
In-game
Like lethal?
Yeah
One sec
This shouldn't run unless you like hit play on editor or something though
Did by mistake
Library isn't being loaded 
What in
Its almost here...
LAST BUT NOT LEAST
@drowsy leaf
How does the new apparatus thing woerk
Ye

Yum!
Should work ye
Like this will disable everything right?
It'll do whatever's in the event so ye
Alr!
wHERE WOULD i PUT THIS
Ohh wait I thought you were talkin about DungeonConditional in here (for doin stuff if specific interiors generate) 
Interiors are the ones that define moon weights
However you can add the Fun tag to your moon
PlayZone do have weights for any Fun-tagged moons
How?
I think in the moon's DuskMoonDefinition, near the top iirc
Could add a lethal_level_loader:fun tag
Gotta add a namespace in the dropdown thing, I think it is just lethal_level_loader for any LLL tags

?
Don't tell anyone but the namespace part doesn't matter when you're doing content tags, it just matches to anything with the same key
In weights*
Fair though actually lol
I think technically it'd be your_mod_name:fun but it doesn't really matter nor do I remember
LLL does operate on no namespace for tags, so it sounds weird to combine both systems
A lil bit
Why is the interior like invisible sometimews
I dunno how to explain it
Also
Cull factory?
The bounds of that interior aren't set up properly then
Also in multiplayer
the sword explodes
But doesnt kill me
Uh...
Do I need add something
Oh weird
Get that log file
And modpack code
And send em in the cullfactory thread
Alr
@drowsy leaf Like the bacon sword works. in Single
But I tried with a second person and it exploded and didnt do nothing
Logs are here
Also
It still says
Swing shovel
How do I change that again
I assume I move it to just weapon hit
right
I would assume not
Since it rolls from server
But ig wait for Paco I have no idea what your item is doing
Weapon explodes
At a 1/5 chance
I know Wesley Steal but someone else wanted it
I have no idea what Wesley steal is but, does the client like, not see the explosion?
We both do
But like
One person. IT BLOWS UP AND YOU DIE
Two people. It explodes does damage to one but doesnt kill and like
The problem is probably in the weighted event script then
Disables the swinging mechanicv
Disabled the swinging mechanic? That sounds pretty broken
o
?
If I have to break it down
Sword dont work
And still says
"Swing Shovel"
Tooltip should be in the item properties
But also not sure why it'd be doin this

WAIT
I was saying like
Is it the local thing?
I mean yeah should try it actually
huge news for me
i mean uhhhh i said nothing
Whar
(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
Oh lol, yeah it'll be fine
I think
That is my occlusion thingy
Could that be the issue
@drowsy leaf Is there a way to figure out what these 2 white boxes are
I guess you can like go down the hierarchy pressing H to hide until the box disappears 
To find what it is
I GOT IT
Phew
@drowsy leaf
OKAY SO
I BLOW UP
BUT MY FRIEND WHO HAS THE SWORD
DOESNT BLOW UP
IM GETTING THIS
@untold dawn Now the floor is missing
Wtf
Also
Is there a way to make my merry go round SPIN with the player
Or no
Uh Sorry for pinging so much. Just in case you didn't see... @drowsy leaf
PlayerPhysicsRegion but ye it's a whole thing
Also
Uhh hmm
How do you have the ExplodeEffect set up?
That good?
Oh I know what it is I think
Oh? What is it please do tell!
OH
Alr but it's fine as is for now?
Most likely yeah
Oh
Ye
Hooray
Alr
So not too bad
I followed that uh
Lower mb thing like the compressing of models
Keeping in mind everything in there is custom modelled and textured too but yeah if you feel it's fine then it's fine
And it went down 1 mb
Thats pretty good, putting all your models on medium compression makes a non noticeable visual difference usually
Alr alr...
Probably not 
Okay!
@drowsy leaf
SO IM GETTING THIS ERROR WITH DAWNLIB
And its about that explosive sword I was talking about

Uh
Whar
Bacon sword was missing things nvm im stoopid
Oh lol
@radiant yacht Can do somethin like this, just those two components on whatever object you want pretty much 
You gotta adjust a few values to get it right, but that should be like a 'wind' effect sorta
I just kinda made up the parameters without testing 
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
what if i only want it to work outside
I do have a thing to toggle stuff when going indoors or outdoors
Though needs a small fix at the moment that I have not yet released
Specifically SunScreen, which I just made to hide the sun of whatever moon when going indoors (since the moon's sun was visible in PlayZone later on in the day)
But it does just have an event for the local player entering and exiting the interior
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
JLL also has this though if you want somethin that'll work right now lol
It's one of the level events iirc
how should i move the player around, like having something force the player to walk in a specific direction?
To make players run in a specific direction you can put em in a hallway and put an active Jester at the other side 
Should also be possible with PlayerLauncher though 
Or like uh
They wouldn't be forced to walk as much as they'd be pushed in the desired direction
But it'd just be like a fan though lol
There's also the disableMovement field so they stand still 
It's a bit wacky to adjust for like a slower push instead of an immediate launch, but parameters can be tweaked
my dumbass thought i was in devgeneral ;;
It's the same as the force applied to the player when crashing above a certain speed with the Cruiser (and getting thrown past windshield)
PlayerControllerB.externalForceAutoFade iirc
Though actually the CR fan pulls in Rigidbodies too apparently
So maybe it ain't using that, hmm
I did also wanna play today 
But uhh, there be a couple other things I'm fixin
Could we maybe have a quick patch for the explosion thing? Cause I know my friend is gonna beeline it for his bacon sword
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 
I too would like this

Player to walkie communication is alot easier than walkie to player
Just due to how walkies work
For one you can't hear walkies when they're active and on the ground
But player to walkie is just setting the player as 'talking into walkie', it doesn't need its own AudioSource to play audio from
Patch be pushed 
Sorry it took a bit long, I got distracted by a couple things
Bacon sword do work though, tested it 
Oh wait actually
Oh nevermind, weird
For some reason I couldn't purchase the bacon sword at first lol
But it do work
Oh it's specifically if you fail to purchase an item -> add enough credits to purchase it -> attempt to purchase again
So ye don't have to worry about that
Oh
Mr ito mito would you consider adding a script to put a players voice through an audiosource? 
so if someones holding on an interact trigger their voice can be heard from like a speaker or something 
#1379667911790034954 message

thats audio from walkies being broadcasted to an audiosource while this is just a players voice 
unless it wont be that plausible for the same reasons which is fair
I mean maybe it's doable but it'd be the same thing or at least pretty similar
This ain't how they work though to be clear
Players each have their own voice AudioSource with them, which gets set to 2D whenever they talk into a walkie
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)
I duno I'd have to mess with it, but it's more involved than just toggling speakingToWalkieTalkie for a player
Mr ito mito would you consider adding a script to put a players voice through an audiosource? 
so if someones holding on an interact trigger their voice can be heard from like a speaker or something 
Your ass is the nest?
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)?
o
I think muteAudio's more for like quicksand, I forget if it works for water
I gotta double check a couple things are workin properly with the script also, but ye
I can look into the underwater filters while I'm at it
Ah, I see. Might be.
@drowsy leaf Since I saw like uhhhhhhhhhhhhhhhhhhhhhhh CodeRebirth updated IM BACK ON THE GRIND!
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
Cause I had someone try to buy it
didnt have enough moneyh
And then I gave them some and the trigger just
Broke
o
I think I needed to fix it on my end but forgor

There be a couple fixes I gotta do regardless so I can look into that
Thank you!
So how does ExplodeEffect work exactly? 
ExplodeEffect.CheckObjectsInRegion() = 💥
Checks for stuff inside the region that'll get hit by the explosion
Damage curve scales how much damage is taken depending on proximity to the center of the explosion
I do need to improve a couple things with ExplodeEffect, but it should work 
How do you change the distance of the explosion? Is it just the Region Collider, or you can't at all?
Ye it's just the Collider
Awesome thanks 
Would it be possible to make it so ItemDiscardable disables the grab tooltip when discarded if "Disable Grab on Discard" is true?
Oh I think it should just do that already, but I can double check
You can’t grab it but it keeps the tooltip :p
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
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?
Both work ye
I use OnRegionEntered for the PlayZone elevator to get enemies to call it down 
You should beat me to it and make the elevator component using pathfindinglib

It looks like ForceDropItem(s) from ItemDiscardable is broken in v81
ItemDiscardable itself works, but using a unity even to trigger ItemDiscardable.ForceDropItem wont do anything
i see :p
i wasn't joking about this, it would go fire
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)
Ye probably wouldn't be too bad 
would be like an attached thing right
Probably could be yeah
what about the item sprayable
Could be neat ye, though might be more EventfulSprayItem or something
that would include changes to some variables right?
such as the tank capacity
and for weed killer items the efficiency
tank capacity is just not public by default
for some reasons
can't change it in the component variables, only able to see it via unity explorer
as for the efficiency i have no idea
that might depend on a specific function which i'm too lazy to look up
The humble publicizer 
how
also sidenote : what in the helly hotdog is privating variables for
Encapsulation™
ew
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).
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
Oh I don't mind pull requests
, just still not sure of when exactly I'll push out an update for it since there's a few other things I wanna look into first
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 
LLL update do be nearly ready also

