#archived-modding-development

1 messages · Page 462 of 1

fickle bolt
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why new in quotes

ornate rivet
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because they are bosses from other games

fickle bolt
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o h lol

fair rampart
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🅱agney 🅱arnation

fickle bolt
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i havent played whatever game that from incase u didnt g u e ss

copper nacelle
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what is this spacing

ornate rivet
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tis ok, neither have I

fickle bolt
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lol w ut

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ok then

ornate rivet
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what spacing

copper nacelle
fickle bolt
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g u e ss ?

copper nacelle
#

yes

fickle bolt
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long guess

ornate rivet
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jngo/56 is the freeze good now?

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or should it be more

fair rampart
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it's a bit short imo

copper nacelle
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^

ornate rivet
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okie

fickle bolt
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dream world scene where everything is pixel art like that one episode of community when

copper nacelle
#

still looks like you'd get it super often without trying

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like when you forward slash pv you won't get parries as often as you did in that video

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but idk

ornate rivet
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Is it not supposed to be whenever the colliders connect?

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am I supposed to make it random too?

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or should I make a very specific frame do the parry?

copper nacelle
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not random

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idk

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maybe i'm being pepo

ornate rivet
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hmm

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nvm

copper nacelle
fickle bolt
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y brace on newline

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ugel

ornate rivet
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  1. that's not my code
  2. ew to you
copper nacelle
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i vote to ban raphy

ornate rivet
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^

fair rampart
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3rd

fickle bolt
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this is a mistake

floral furnace
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inline braces are pretty neat tho

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like the only reason they work is because VS forces it to be like that

ornate rivet
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literally the only time inline braces are good is when you are writing on paper/white board and want to save space

floral furnace
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also saleh i think all you need left is a time freeze

ornate rivet
#

and even then, you might as well just remove the brace

floral furnace
#

i still think theyre neat and better

fickle bolt
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imagine dedicating a whole line to a brace

ornate rivet
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should I increase the ramp up/down or just the time when it's at 0

floral furnace
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mOre WhiTe SpaCe mEAns MoRE mEMoRY

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you mean the freeze?

ornate rivet
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rn it's
ramp up = 0.04
ramp down = 0.04
wait = 0.03

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yes, the freeze

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ramp up and down are how quickly it gets to the freeze and the wait is how long it stays at it

floral furnace
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i think it just needs to be a bit longer

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just a bit, thats it

ornate rivet
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so I should set it to 10 zote

floral furnace
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maybe the wait?

rain cedar
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Imagine dedicating multiple lines to a program

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I mean we already have semicolons, why do you need new lines too?

ornate rivet
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Regular game uses:
rampDown = 0.01
wait = 0.25f
rampUp = 0.1

floral furnace
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then bump wait by a few miliseconds

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just my IMO, YMMV TBH

fickle bolt
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as i see it, it seems to me that i have observed (as far as I can tell), the evidence has lead me to conclude that it seems likely that... consider this... you should bump wait by a few miliseconds. one might argue that i'm wrong but in my experience this is the best option

ornate rivet
dark wigeon
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blobsadlife GetMonoBaseField dosent seem to do anything when i use it on monobehaviours found in globalgamemanagers

What monobehaviours are in ggm?

fickle bolt
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They are scriptable objects

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But getmonobasefield seems to just return the same basefield I already had

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They aren't in ggm of course but rather referenced in the ResourcesManager

floral furnace
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yes that seems pretty good

dark wigeon
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Maybe because scriptable object isn't a real monob? Idk

fickle bolt
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I mean i can view the fields in uabe

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Oh I should try assetsview (should have tried that earlier whoops)

dark wigeon
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Just not in mine

fickle bolt
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yea but then i know if im dumb or ur library b0rekn

dark wigeon
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If uabe can do it, prob the library br0ke

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But idk

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Also just know I joined 1 eye monster server just to quote with blobsadlife

fickle bolt
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well this is a good start it seems to have crashed when i opened ggm in assetsview

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oh i am very proud :blobhappylife:

dark wigeon
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lol

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Rip

fickle bolt
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also one eye monster server lmao

dark wigeon
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I mean I don't want to advertise

fickle bolt
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fair

unborn flicker
fickle bolt
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thats a pretty wild hud

unborn flicker
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The problem was that there is actually a second, nonexistent lever of the same name in the room

dark wigeon
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Same thought

unborn flicker
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And depending on which direction you load the room from, a different lever would get edited

fickle bolt
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namespace AssetsView.AssetHelpers
{
    public class AssetInfo
    {
        public static string GetAssetNameFast(AssetFileInfoEx afi, ClassDatabaseFile cldb, ClassDatabaseType type, AssetsFileInstance inst)
        {
            AssetsFileReader reader = inst.file.reader;
            if (type.fields.Count == 0)
            {
                return type.name.GetString(cldb);
            }
            else if (type.fields[1].fieldName.GetString(cldb) == "m_Name") // index 1 is out of range
            {

when i open global game managers with deps in assetsview oh no

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shouldnt the first check be if count is less than 2

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well it works if i do that

dark wigeon
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That's wack

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That means a class with a base field but no children

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While possible that makes no sense

fickle bolt
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odd

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soo uh anything in assetsview that dosent stem from a gameobject is broke af

dark wigeon
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Never run into that, what was in the type variable

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Not really, I've seen types with no base field but not one with a base field but no children

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But what was the type

fickle bolt
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um its a bit odd, the name string is null, class id is 98, base class is 6 and it has this one extreme field

dark wigeon
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I don't have the cldb editor on my phone

fickle bolt
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i mean i would be very surprized if you did

dark wigeon
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Can you look through the types in uabe for 0x62 and see what it's called

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I have a basic version if uabe.net in my phone

fickle bolt
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o wow

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one sec finding 0x62

dark wigeon
fickle bolt
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wow thats dedication

dark wigeon
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I have steamcmd as well so I can download hollow knight too

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Userland

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Also it wasn't hard, it's xamarin so pretty easy to port

fickle bolt
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uh is it possible to search the cldb types in uabe cuz manually looking for 0x62 may take a week

dark wigeon
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Just go fast

fickle bolt
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wow i found it

dark wigeon
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But yeah the cldb editor is the worst

fickle bolt
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DelayedCallManager

dark wigeon
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Open it

fickle bolt
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type is GlobalGameManager

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oop

dark wigeon
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If you click edit what does it look like

fickle bolt
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see it just says global game manager

dark wigeon
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Can you double click the tree nodd

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Or is that it

fickle bolt
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i think thats it

dark wigeon
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Lol ok

fickle bolt
dark wigeon
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Lol wut

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I think that's uabe's fault but still

fickle bolt
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i havent looked at cldb records before so idk if this is normal but it seems odd

dark wigeon
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That's not normal

fickle bolt
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oh no

dark wigeon
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Yeah idk

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Well if it works with the < 2 it should be fine

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I gtg get yukisleep ablobsleep

fickle bolt
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oh yea you should do that idk ur timezone but its probably super late

dark wigeon
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Not really but I have a flight tomorrow morning

fickle bolt
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oh ok well hf

dark wigeon
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Lol guess I will add the cldb editor on my phone for my phone on the plane

fickle bolt
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before long you'll be playing silksong on ur phone before it's released thonk_dye

unborn flicker
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Hmmm

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My modding idea appears to have been executed imperfectly

fickle bolt
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What is this ? Chaos mode 2.0 AHyperThonkGlitch ?

unborn flicker
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It's just col.spriteDefinitions = col.spriteDefinitions.OrderBy(spr => rand.Next()).ToArray();

fickle bolt
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ohno lol

unborn flicker
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unfortunately, there are a lot of hitbox issues

unborn flicker
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nvm, hitboxes were easy to fix

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Unfortunately, I don't think the world is ready for this mod, but I'll leave it in here just in case zote

fickle bolt
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Best Modpack is randomknight + chaos mode + enemy randomizer + randomizer 3

flat forum
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you forgot Omnes Deorum

solar jacinth
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man of culture

obtuse stag
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I think I finally found a git with code that seems sane for me

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too bad the mod is outdated LUL

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bonfire is small enough to make heads of tails

rain cedar
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Bonfire is imgui don't copy it

obtuse stag
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I don't intend to copy anything, I just try to understand how things work

rain cedar
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Taking time to understand imgui GWjiangoOmegaLUL

obtuse stag
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what's imgui?

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I thought you meant it as a license

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my C# knowledge is abysmal, so I kinda have to start somewhere

rain cedar
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Immediate gui

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It's a unity thing

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It's very bad and very obsolete

obtuse stag
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Luckily my mod is too simple to require those things

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I hope

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I found one of the only hooks I'll need I think

obtuse stag
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I assume the mod settings of the example mod is using obsolete code?

rain cedar
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Probably

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Example mods haven't been updated in years

obtuse stag
#

daymn

copper nacelle
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No stop

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That hook is garbage

obtuse stag
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which hook am I supposed to use?

copper nacelle
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On.GameManager.BeginSceneTransition

obtuse stag
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That's the one that seemed the best from the documentation

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I'll try with that then

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should I consider that the documentation is unreliable currently?

copper nacelle
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no

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That hook works fine

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It's just called once every two centuries

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Useless

obtuse stag
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oh

obtuse stag
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awesome, thanks a lot

rain cedar
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PepoThumb

copper nacelle
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useless return elderC

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but pepothumb

obtuse stag
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already halfway through the gameplay changes

safe hamlet
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what are you making

rain cedar
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Random challenges required to beat the game

obtuse stag
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^

rain cedar
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Pantheon 5 exists btw

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To beat the game without challenges

obtuse stag
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mh?

safe hamlet
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i still need to finish my mod soulpensive

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o yea sean, are you actually making another debug mod in f# or just messing around?

obtuse stag
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but yeah, goal is to implement something similar to the external bingo for rando runs.

rain cedar
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The goal is to rewrite it in F#

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I'd like to see homothety try to steal my code now

safe hamlet
#

very cool

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write it in brainfuck

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then he truly can't steal it

rain cedar
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no

safe hamlet
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ok buddy

obtuse stag
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the advantage of it being supported in game, means I can be more liberal in the kind of objectives needed

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I can add ones with failure states, which isn't possible in a bingo board

unborn flicker
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I have made very elaborate, well-designed mods on my own Seanpr 😡
Like, uh, infinite notches

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tfw arararara has made a more complex mod then I will ever be capable of

unborn flicker
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this one is rerandomizing every 5 seconds

tribal sigil
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I see no difference. Are you sure it worked?

unborn flicker
#

I was also thinking I would make a version that very slowly becomes corrupted, maybe one sprite swap at a time

unborn flicker
fickle bolt
#

3k lines just to randomize sprites? w h a t

copper nacelle
fickle bolt
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o oops i just saw the video before then that commit, but i suppose this its random 3? that makes more sense

obtuse stag
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is it only for open mode?

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or a general rework of the randomizer system

unborn flicker
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general

obtuse stag
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nice

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the overhaul on items, is it simply internal optimization, or does it have gameplay consequences? (like progression items being more spread out in the progression line)

unborn flicker
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this version should have minimal frontend effects

obtuse stag
#

okhand gotcha

upbeat saddle
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does anyone know what happend to the voidwalker mod?

copper nacelle
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aeraloth started it

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and then he didn't release it

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and made a video on it

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and then didn't release it some more

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iirc

unborn flicker
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pretty common development pattern for hk mods, tbh

copper nacelle
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@ornate rivet

solar jacinth
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lmao

ornate rivet
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wat

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@copper nacelle

solar jacinth
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he wants you to do it i guess

ornate rivet
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doubt

fickle bolt
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@dark wigeon it looks like your monoclass reader has no support for anything that isnt in the default namespace ?

fickle bolt
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nvm you just totally ignore it so you still find the class unless there are two of the same name in different namespaces (there arent saddave).. i fixed that anyway but this means its not the cause of my issues

fickle bolt
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oh my g0D i don't have a brain - i spent two days debugging this without realizing that i was using the wrong DLL dir and the dir i was using just happened to have playmaker which made all the playmaker scripts work.. sry for the unnecessary ping

solar jacinth
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maggothug you have a brain

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good job

fickle bolt
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no mind brain to think

obtuse stag
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time to work on the sheet

ornate rivet
solar jacinth
#

are you making a cuphead mod?

ornate rivet
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I am replacing all hk bosses with bosses from different games

solar jacinth
#

ah

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this is epic

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i wish i knew how to sprite sheet

ornate rivet
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hmm idk if spritesheet packer puts them in order

leaden hedge
#

aseprite can do it

solar jacinth
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@ornate rivet

ornate rivet
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isn't aseprite for pixel art?

fickle bolt
#

a spritesheet maker sounds like the exact type of thing a pixel art editor would have

leaden hedge
#

its super good

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it gives you a json out

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with all the sprite ids

solar jacinth
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listen katie saleh

leaden hedge
#

and lists of ids in each animation

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and how long the frames are

solar jacinth
#

whoa

leaden hedge
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and the boxes of the sprites

fickle bolt
solar jacinth
#

@ornate rivet

ornate rivet
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ok ok

leaden hedge
#

this is a shit tonne of sprites btw

ornate rivet
#

I can get it for free if I build it off their github repo

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right?

leaden hedge
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yeah

ornate rivet
#

cool

leaden hedge
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its like 900 sprites

ornate rivet
#

yea...

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am going to die

fickle bolt
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for one boss?

leaden hedge
#

its got a lot of ads

ornate rivet
#

ok so actually looking over the sprites, I don't feel like doing this now. Especially because alignment is going to be the biggest pain ever

leaden hedge
fickle bolt
#

tab tab tab tab tab tab tab

leaden hedge
#

and it'll have like sprite 1 {x=0, y=0,w=505,h=600} etc etc

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then it'll have like

anim {
    create{
        from: 1
        to: 20
        direction: forward
    }
    cx{
        from: 21
        to: 21
        direction: forward
    }
}
#

this file

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will be extremely big

solar jacinth
#

bruh

ornate rivet
#

oh boy

leaden hedge
#

oh its like half of that

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when I actually export it

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just has a bunch of white space at the bottom

fickle bolt
#

on the subject of large files dont u love it when network manager decides to be 72mb

upbeat saddle
#

sad

leaden hedge
obtuse stag
#

question: is it possible to do the last two pantheons without beating the hollow knight or radiance?

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in terms of unlocking

ornate rivet
#

thanks katie

unborn flicker
#

yes, orian

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P5 requires Void Heart, but neither pantheon requires dreamers

obtuse stag
#

awesome

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guess what'll become a hard objective

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I might make it a special one only if you fail a hard objective once

obtuse stag
#

question, is the seed system for randomizer something that exists but is hidden in vanilla?

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Or is it better if I use something on my own

copper nacelle
#

seed system for rando is from rando

obtuse stag
#

ok

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I suppose it's still worth having a seed system for the mod as well

rain cedar
#

I mean

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That's just new Random().Next()

ornate rivet
#

aligning cagney is impossible

leaden hedge
#

theres some alignment aids iirc

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dunno if they'd help

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under misc in the sprites

obtuse stag
#

if you fail to align cagney, you don't have the salsa in you

ornate rivet
#

why is the quality so bad

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I think it's just Unity's test mode

copper nacelle
#

antialiasing

leaden hedge
#

if you wanna cheat

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record it ingame

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and use those frames to align

ornate rivet
#

I don't want to do that for hundreds of sprites though milliS

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it seems like they align it with the left foot

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would have been so much nicer if it was the tip of his nose

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also I couldn't find the miscellaneous sprite options you were speaking of Katie

leaden hedge
#

theres a couple around

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with like +

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and also a pic

ornate rivet
#

I actually want to die rn

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fuck cuphead

copper nacelle
#

that's illegal

solar jacinth
#

?assets

autumn shardBOT
fickle bolt
#

nes: do you ever plan on adding .resS file support to assetstools or even just know how I might go about doing it myself? Reading assets from stream paths is not ideal and I'd love just extract the resources but assetstools dosent seem to have any tools for .resS

dark wigeon
#

Sounds like an extra addition

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Just input asset data and output texture into byte array?

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Like do you want it decoded or no?

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Original assets tools has a texture2d decoder but it depends on like 8 unmanaged dlls

fair rampart
copper nacelle
#

convo title

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it's going to look in the sheet stuff

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and if it can't find it it shows #!#!yeet#!#!

fair rampart
#

What would be the proper way of setting dn dialogue?

unborn flicker
#

You can use a language hook to catch your custom sheet title and return the message you want

copper nacelle
#

I mean convo title with LangGet would work

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Yeah

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It's what you do for like the statues too

fair rampart
#

alright

unborn flicker
#

ModHooks.Instance.LanguageGetHook that is

obtuse stag
#

@unborn flicker I noticed on your rando 3 guide you linked, there is some missing locations like the abyss or inside locations similar to the ancestral mound like white palace.

rain cedar
#

@unborn flicker I noticed on #races-announcements channel, there is some missing racer pings like there wasn't one in the last 5 minutes

unborn flicker
#

ok

fickle bolt
#
Original assets tools has a texture2d decoder but it depends on like 8 unmanaged dlls

hm yea this is the main issue with decoding the assets, i guess even just the abity to get the raw data would be an improvement although I think that's as simple as reading the file found in mStreamData, going forward by the offset provided then reading the specified amount of bytes 🤔
On the other hand, when I looked into deserialization yesterday it really complex

dark wigeon
#

Look at the uabe repo and the issue at the top about textures, I posted some info a few days ago

#

We can also use what studio uses as well but requires like 2x the dlls for wrappers

fickle bolt
#

what studio uses
studio ?

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your hkworldedit method that loads actual unity classes (texture2d) from the asset data is pretty neat tho, i might look into using that

dark wigeon
#

Asset studio has .net wrappers for what uabe uses

#

All you have to do is read the bytedata from resS or the byte array and convert the texture data into something usable like png using a library or build your own like I did in the TEX folder of hkwe 1. Also if this is in editor or game unity has functions for it

fickle bolt
#

oh wOw i'd never heard of asset studio before but i just downloaded it and its amazing

#

its a bit of a failure when it comes to monobehaviours but if i could figure out how to use its asset exporting code then i can have good day

buoyant obsidian
#

monobehaviours aren't actually in asset bundles though right

fickle bolt
#

they are

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the monoscripts are too but not the actual dll

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they are a bit of a pain to extract though, as every monobehaviour needs its own typetree and every monoscript has to be added to the preload table

dark wigeon
#

Yeah if you don't mind having dlls, use the wrappers from studio, it's pretty self explanatory I think (I'm not at home so I can't send the code I have). The c# stuff I was using is from a project called detex which I ran through some program to help convert to c#

#

Oh yeah detex has command line too if you are lazy and just want to send commands through that

fickle bolt
#

ah, studio is already c# tho so it sounds like the easier way is to just use that ?

dark wigeon
#

Studio doesn't use c# texture loading

fickle bolt
#

wait wut

dark wigeon
#

Its pinvoke

fickle bolt
#

o h spooky

dark wigeon
#

Like pvrtexlib and texture converter are native non c# libraries

#

They just have wrappers to call it from c#

fickle bolt
#

ah yea ok ill just use their wrappers then like you suggested

dark wigeon
#

I'll try and see how hard it is to write a wrapper for detex

fickle bolt
#

i tried to find detex but all i found was some latex processor

#

nvm found it after additional goo g l e https://github.com/hglm/detex

unborn flicker
gray shoal
#

would it be possible to replace near to all textures in the game in a reasonable amount of time? I got them all extracted and Imma edit em automatically so that part won't take long but how the frick do I get em back in all the different .assets files

obtuse stag
#

define reasonable

gray shoal
#

like not doing them manually pretty much

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I saw the pinned post about replacing an audio file but that seems like too much work for like 8k files

fair rampart
obtuse stag
copper nacelle
#

the issue is I don't care

buoyant obsidian
#

You misgendered a hollow shell, now you must pay.

obtuse stag
#

a fictional* hollow shell

gray shoal
#

I present to u

#

pixel knight

copper nacelle
#

Is that like a shader or did you just resize the game and then set it fullscreen

gray shoal
#

I ran all the textures through a program called pixelator

obtuse stag
#

why would you want to hurt your eyes like that

gray shoal
#

just to see how it lookie

copper nacelle
#

ah

#

sick

#

did you just put them back by hand or

gray shoal
#

nope I found a method with UAB that allows you to just import everything at once

copper nacelle
#

FeelsOkayMan

buoyant obsidian
#

Impressive

fickle bolt
#

Did your pixelator program remove all the transparency lol

ornate rivet
#

dang that looks kinda good actually

civic hare
#

pale prince is a good name

#

enby princes are valid imo

#

now to lurk for 2 more years

solar jacinth
#

that pixel hk looks sick

nimble lake
#

ngl that looks pretty dope

weak lodge
#

blasphemous mods coming soon™ dont worry people

#

wrong server

ornate rivet
#

hmmmmmm

fair rampart
ornate rivet
#

hmmm

#

Creating sheo uwu

rain cedar
#

These videos are always deafening and you can't change the volume before playing them

#

I don't like it

fickle bolt
#

i mean u can pause as soon as it starts to minimise deafen

dark wigeon
#

What happens if you scale2x the pixilated textures

ornate rivet
#

How come setting this thing's height doesn't change its height

#

its position value does change, but the particle's actual position does not change

proven palm
#

Does anyone know where I can get both sprite sheets and sprite atlases for characters? I've found a png sheet for the Knite and some jpg sheets for some other characters but it seems like I'd have to do the atlas by trial and error. Does anybody have png sprite sheets WITH the atlases?

rain cedar
#

Don't think anybody has bothered to dump the bounding boxes for all the sprites

#

Not much benefit to it

proven palm
#

Is there way to do it using one of the pinned tools then?

proven palm
#

Because I would really like to get some atlases for at least a few of the characters.

rain cedar
#

Not that I know of, but you could dump all the sprite textureRect/textureRectOffset properties at runtime

proven palm
#

Alright ty. I'll look into that tonight. I would do that through UABE, right?

unborn flicker
#

Thought's on these colors for UI?

#

I was thinking about cutting the true/false text to make more menu room

dark wigeon
#

@proven palm you want something to split sprites into pngs in different folders? I don't think uabe has a sprite atlas extractor and definitely not one for tk2d but I think I posted one somewhere here called super sprite extractor

fair rampart
#

Question that's probably been asked before: how and where would I begin to make a HK mod myself? Is there somewhere you can direct me to or would you have to explain it all yourself?

rain cedar
#

Looking at other people's mods on github is more helpful than that imo but whichever you prefer

fair rampart
#

alright thanks

proven palm
#

@dark wigeon It doesn't have to split the pngs. I have the sprite sheets I want. I just want to know how to cut them up into rectangles using an atlas. The sprite sheet for the Knite is massive and disorganized because it was probably generated. Trying to manually create the atlas for it would be an awful process. If I could extract it or get it somewhere else that would be great.

#

I just need a way to recreate the different animations of the characters. Either with (spritesheet+atlas) or individual frames that have been categorized in some way (like you mentioned with splitting them into folders: walking, jumping, etc.)

dark wigeon
#

So a sprite sheet that categorizes actions like all the running animations and all the jump animations separated

proven palm
#

They don't have to be physically separated on the sheet. The atlas would help you determine the x, y, w, h for each sprite. Although whatever works is fine with me. This is the sheet I found: https://i.imgur.com/rKFvYCZ.png

dark wigeon
#

Right I know the sprite sheet but what do you want to come out of it, like coordinates in a text file or something?

proven palm
#

Ya that would work

dark wigeon
#

I still don't understand what final result you want... If I give you coordinates, you can manually crop out the sprites I guess but I feel it would be easier to edit if they were cropped out for you. Maybe you want to get the sprites not individually sorted by animation in a folder but each animation with multiple sprites in a file for each animation?

proven palm
#

The final result I want is to be able to recreate the Knite's animations (and other characters) within a game engine. I have the sheets so I also need an atlas for the sheets that describe the x, y, w, and h for each sprite. Knowing which sprites make up the animations for walking, jumping, standing, etc. would be a bonus (and is included in some atlases depending on their format). Otherwise I can try to figure it out.

Something like the following would be ideal (psuedocode):

walk_animation
  x,y,w,h
  x,y,w,h
  ...
jump_animation
  x,y,w,h
  x,y,w,h
  ...

Sorry for being confusing 😦 Hopefully this makes sense.

dark wigeon
#

So you want a text file formatted like your "psuedocode"?

#

You don't want the program to edit the image at all, just get the coordinates, correct?

proven palm
#

Correct

civic hare
#

oh fuck, i called for pull requests and people actually made them

#

looks like ultrad update is happening soon

rain cedar
#

Gotta get that shirt

dark wigeon
#

I'll try to write something to do that when I have free time. I'll probably just steal all the code from hkwe1

dark wigeon
#

Also with unity sprites (npcs and some other things use tk2d, the rest are just vanilla unity), they use polygons rather than rectangles which could be an issue

proven palm
mossy glade
rain cedar
mossy glade
#

owo

#

thats epic

#

thank you

unborn flicker
#

See randomizer, ChangeShopContents or something like that

#

Someone else will have to link the GitHub, I'm on mobile

#

They should all have it. Mine is the most up-to-date

rain cedar
#

The super old one wouldn't have it

#

MyEyes/RandomizerMod

#

For pre-lifeblood

rain cedar
#

What are you adding to shops?

unborn flicker
#

I am trying to replace a monobehavior on ActiveSceneChanged. What (Awake, Start, Update, etc) do I need to call to make the new monobehavior load correctly?

unborn flicker
#

Ah, it was Awake

unborn flicker
#

Does anyone know where the game checks/gives random essence after killing enemies?

unborn flicker
#

nvm, don't need it anymore, probably

rain cedar
#

@unborn flicker EnemyDeathEffects.EmitEssence

unborn flicker
#

Thanks!

copper nacelle
#

no

#

except using enemy rando and getting lucky i guess

unborn flicker
#

PlayClipAtPoint was completely inaudible even at the hero position at max volume

#

But 50 clips stacked on top of each other can be heard, albeit faintly

copper nacelle
rain cedar
#

any PlayOneShot or

unborn flicker
#

Doesn't that require an AudioSource?

#

I was not planning on attaching this to a game object

#

Here is the audio comparison:

rain cedar
#

You are literally creating 100 objects then destroying them

#

I don't think I have to tell you why this is bad

#

Try putting it at the camera position

#

Instead of the hero

unborn flicker
#

what is the z for that?

rain cedar
#

Idk

#

Camera.main.transform.position

unborn flicker
#

I tried +/- 5 earlier and it didn't make a difference

copper nacelle
#

why does changing a spawned object change unspawned objects

#

i hate object pool

rain cedar
#

Because it's recycled

#

Literally the entire purpose of ObjectPool

unborn flicker
#

ok, that fixed it perfectly

#

thanks sean

rain cedar
#

56 what are you trying to do?

copper nacelle
#

this just resets it if it hits a wall so it'll die like normal if it does die

#

and just do nothing if it doesn't die

#

but then when things try shooting the projectiles just don't exist sometimes now

rain cedar
#

Oh right your parry thing

#

Stream

copper nacelle
rain cedar
#

I have a big brain way to avoid ObjectPool problems

#

When something is parried, don't actually modify it

#

Instantiate a new one and recycle the ObjectPool one

copper nacelle
#

🧠

rain cedar
#

There's not really a good alternative

copper nacelle
#

this happens even after resetting the fields on the component

rain cedar
#

Some kind of marker for if it's been parried that you reset on recycle could work

copper nacelle
#

that's supposed to be _hit

#

and i tried just making that false

#

but it still kills itself

#

even after isTrigger is reset so it shouldn't die unless it hits a wall

rain cedar
#

Guess you'll have to go with my first idea, then

copper nacelle
#

wait

#

i have figured it out

#

it still gets yote with the enemy damager thing

unborn flicker
rain cedar
nimble lake
#

Any idea how to activate fury of the fallen on glowing womb?

solemn rivet
#

sup peeps

#

what have I missed

weak lodge
#

h

silent crater
#

E

brazen helm
#

@nimble lake u still need help with fury of wombs?

#

just put those charms on, get to one HP

#

and it works.

nimble lake
#

I know, but I need to do that via modding

brazen helm
#

Ooh, okay.

#

Good luck 😄

nimble lake
#

I’m using the FuryAlwaysOn mod that activates Fury of the fallen even at full health.

brazen helm
#

how?

#

can i get the link?

#

it would help a lot...

#

XD

nimble lake
brazen helm
#

thx

placid river
#

I'm wondering if I can change the image of dropped Geo by using or modifying custom knight mod👀

ornate rivet
#

pretty sure custom knight has geo sprites in it

#

just check...

placid river
#

those pics are not dropped Geo

#

those are the pics of geo you owned

ornate rivet
#

well then no it cant

ornate rivet
#

I'll add modified geo so I can pr sean's mod

rain cedar
#

I can make the mod actually good whenever I have power again

ornate rivet
#

I'll pr no matter what

unborn flicker
#

Oh, yeah, Sean, you should pr Benchwarp again

#

but a little better this time

#

I'm just waiting for 50 people to show up in #archived-modding-help complaining that the flower break animation happens every time you warp

#

even if it's already broken

#

But I have denied responsibility so I'm not fixing it shroompog

obtuse stag
rain cedar
#

This seems like a very minor issue

ornate rivet
#

is there a way to get a reference to geo?

rain cedar
#

On.GeoControl.Start

ornate rivet
#

Thank you sir

ornate rivet
#

@placid river
Geo has been added

#

I need one more pr pls help

rain cedar
#

Wtf you still don't have 4 prs

safe hamlet
#

yea, truly disgraceful

ornate rivet
#

I've been lazy

placid river
#

👀

jovial vault
#

this is a mood

#

i want to do modding stuff but i'm lazy smh

ornate rivet
#

stop da laze

obtuse stag
obtuse stag
#

pog sheet is completed-ish

#

time to look back at code stuff again

unborn flicker
#

The game sets the playerdataboolname when you buy the item

#

If that bool is true, the shop will no longer sell the item

#

If you aren't using PlayerData, you can achieve the same effect by using custom bool names and hooks

fair rampart
#

@ornate rivet cause it ain't worth it to put on the installer 😤

ornate rivet
#

it is

#

if shidstmod can be on the installer then brothers fight definitely can

jovial vault
#

shidstmod thinkgrub

solar jacinth
#

shidstmod

buoyant obsidian
#

shitmodst

flat forum
#

shidstmod

abstract maple
#

@buoyant obsidian sorry for the tag, but could you have a look at the glorifying charms mod? I saw your name along with @copper nacelle in the read me and because in #archived-modding-help someone said it might be broken, could you have a look and make it possible for the void heart edition? I think it was a really good idea but I don't know the username for Xuhis on discord.

obtuse stag
#

pretty sure it's outdated and broken

abstract maple
#

the reddit post for it is a year old

obtuse stag
#

which is incredibly outdated yes

fair rampart
#

shitmod

solar jacinth
#

shidstmod

nimble lake
#

shidstmod 2 - every texture is replaces with dung defender's room textures

ornate rivet
solar jacinth
#

damn this looks great ngl

ornate rivet
#

How does one make hk scene transitions

#

hmm nvm I think I know

ornate rivet
#

eeeeeeee it didn't work
I made a transitionpoint in gg_workshop named "left test" with this stuff in it

tp.alwaysEnterLeft = true;
tp.targetScene = "zombie-scene.unity";
tp.entryPoint = "right test";
tp.entryDelay = 0f;
tp.sceneLoadVisualization = GameManager.SceneLoadVisualizations.Default;

I have another go with a transitionpoint in the new scene I am making named "right test" with this stuff

tp2.alwaysEnterRight = true;
tp2.targetScene = "GG_Workshop";
tp2.entryPoint = "left test";
tp2.entryDelay = 0f;
tp2.sceneLoadVisualization = GameManager.SceneLoadVisualizations.Default;

When I enter the first transitionpoint, the screen turns black and I get the infinite knight walking loading screen

#

There are no errors so it does find the new scene, my guess is that the problem lies with the transitionpoint in the new scene?

#

Hooking scenechange shows that the scene is never changed

#

but putting in a random name for targetScene gives an error so clearly it must be finding "zombie-scene.unity" or else that would give an error too

#

ughh pls help

ornate rivet
#

wait nvm it's not finding the scene at all

#

This is the scene path: "Assets/Zombie/zombie-scene.unity"
what am I supposed to put for the scene name?

ornate rivet
#

the scene exists btw because I can use Unity's sceneload function to load it

ornate rivet
#

This works too: GameManager.instance.LoadScene(scenePath);

#

very confused

#

I forgot to check the output log as usual

#
Scene 'Assets\Zombie\zombie-scene.unity' couldn't be loaded because it has not been added to the build settings or the AssetBundle has not been loaded.
To add a scene to the build settings use the menu File->Build Settings...
 
(Filename:  Line: 143)

NullReferenceException: Object reference not set to an instance of an object
  at SceneLoad+<BeginRoutine>c__Iterator0.MoveNext () [0x00000] in <filename unknown>:0 
  at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)
#

I do load the asset bundle

#

I tried adding a yield return null after the load as well

solar jacinth
#

feels good to be back in my saleh spam channel

ornate rivet
#

I honestly don't understand the problem
I wish it would tell me where the error is happening

#

LoadScene works and I can't think of anywhere else where the scene path would be used

#

I shall wait for 56 to come back from school

#

I missed this

Transition Gate right test in GG_Workshop does not have its respawn marker set in inspector.

fixed that but it didn't change anything

solar jacinth
ornate rivet
solar jacinth
#

change it to ENTERED_SCENE dableft

ornate rivet
#

as expected

solar jacinth
#

lol did you really think id help you

ornate rivet
#

no I thought the opposite

copper nacelle
#

I'm not at school

#

4 day weekend feelspkman

ornate rivet
#

ok good then help me please

copper nacelle
#

ok

#

why is your scene invalid

ornate rivet
#

I'm giving it the path rn
Assets/Zombie/zombie-scene.unity

copper nacelle
#

bruh

#

if it's asking for the scene name

#

then give it the scene name

ornate rivet
#

yea gave it zombie-scene and now that error is gone

#

I thought it was breaking when I didn't give it the full path before

copper nacelle
#

did you add the transition point in the editor or

ornate rivet
#

no I added the go in the editor but then added the transition point when I load the assetbundle

#

now that I think about it, I'm probably changing the prefab and not the go in the scene

copper nacelle
ornate rivet
#

Not sure how I can add the transition point without the editor though

copper nacelle
ornate rivet
#

yes I do that

copper nacelle
#

do it better

ornate rivet
#

oh you're telling me to do it in the hook

#

good point

#

thank you

copper nacelle
#

did it work

ornate rivet
#

YAS

#

56 is once more a modding genius

ornate rivet
#

Is there a way for me to make it so that the gates stay in their respective scenes rather than despawn when scene is changed
I was thinking of using DontDestroyOnLoad but doesn't that mean it carries over to the next scene as well?

copper nacelle
#

idk any way

#

Could ask Sean or KT

ornate rivet
#

Sean and Katie please help

copper nacelle
#

i have a good idea

#

@ornate rivet stream

ornate rivet
#

I have nothing to stream

copper nacelle
#

modding

ornate rivet
#

I'll have to see if my laptop explodes or not

copper nacelle
unborn flicker
#

How do you read settings of a different mod? I was thinking of adding the option in Benchwarp to warp to the randomized starting location chosen by Rando 3

copper nacelle
#

reflection

unborn flicker
#

Figures. Know any examples off the top of your head?
I can probably figure it out when I have time tonight, but I thought I'd ask here first

copper nacelle
#

you'd just use GetField instead

unborn flicker
#

Oh perfect. Thanks!

rain cedar
#

It should be pretty easy to add an api feature that does mod name string -> ModSettings

#

null if mod isn't installed

ornate rivet
#

Today's progress

#

gun mod is tacco's in case you didn't know

buoyant obsidian
#

Fellow modders

#

I have beaten Wwise

#

Not really an issue with Hollow Knight but it's a plague to modding other games

ornate rivet
#

How does one make a door transition points

#

nvm figured it out

ornate rivet
#

I can't get the knight to play the entering door animation

#

Pretty sure the game uses
tk2dSpriteAnimator anim = HeroController.instance.gameObject.GetComponent<tk2dSpriteAnimator>();
anim.Play("Enter");
but when I do it, it does nothing

#

Does anyone know what the name of the entering animation godmaster uses is?

ornate rivet
#

nvm figured it out

weak lodge
#

salehsong looking good

#

now featuring propeller knight and DOH2

ornate rivet
#

I didn't say the solution because it was kind of obvious and a mistake only a dungo like me would make

#

but since you want to know, the problem was that I was doing stopanimationcontrol() after I set the animation so the herocontroller would reset the animation back to what it "should" have been immediately after I set it
https://streamable.com/f1pbq

#

now you can remove the elderc

#

Also door transitions are really easy to do, just find the fsm the game uses and recreate it in code

mystic horizon
#

?rank racer

autumn shardBOT
#

@mystic horizon, you joined Racer.

rain cedar
#

interesting channel choice

mystic horizon
#

I thought I clicked on speedrunning. 😐 was too late by the time I hit enter.

#

to be fair you did say I could post it in any channel 🙂

rain cedar
#

Bro that was in july

#

I forgot about it

#

How did it take this long for you to do the command?

mystic horizon
#

I just came back to this discord like yesterday.

rain cedar
#

A worthy trade for ax2u

mystic horizon
#

F

rain cedar
#

No it's ok we don't pay respects to him

#

He hasn't streamed recently enough

fair rampart
#

does assetbundle browser support bundling scenes?

#

it does

fair rampart
#

Why might my raycasts not be detecting the ground?

copper nacelle
#

layer

fair rampart
#

do I need to set the layerMask parameter for Physics2d.Raycast?

#

cause I tried to with the Terrain layer

floral furnace
#

you probably need to yeah

fair rampart
#

Also I'm calling this in Update but only the first Log prints out

floral furnace
#

check if it throws any exceptions

fair rampart
#

well it looks like it's because hit is null

#

which circles back to why my raycasts aren't working

#

hope there's nothing fucky with brooding mawlek's arena

copper nacelle
#

fuck is terrain layer

#

like what is the var set to

fair rampart
#

8

copper nacelle
#

this ain't it

#

you want 1 << 8

#

iirc

#

it's a mask

fair rampart
#

alright

unborn flicker
copper nacelle
#

what the fuck

solar jacinth
#

monkaHmmm

unborn flicker
#

It's La Mulana rando. The java app is actually pretty nice with a ton of settings

#

shame it takes 24 hours to create a seed

solar jacinth
#

attempts/s

unborn flicker
#

Although, with how many progression items that game has, I'm not sure a more constructive algorithm like mine would make good "random" seeds either

fair rampart
unborn flicker
#

Ah, you did not activate windows

fair rampart
#

is it possible to preload a bundled scene maggotprime

copper nacelle
#

can you just call scene load or whatever on them after loading them?

fair rampart
#

I'll try that

copper nacelle
#

this was a question but ok

fair rampart
#

yeah I'm not sure

#

I'm never sure

#

ok you can

nimble lake
#

yo sean how's the new debug mod going

ornate rivet
#

Finally someone else using assetbundles to make epic modz

#

Don't forget that if it's a 2d sprite you need to set the material @fair rampart

#

something like go.GetComponent<SpriteRenderer>().material = new Material(Shader.Find("Sprites/Default"));

fair rampart
#

got it

copper nacelle
#

I mean if they just load as normal you could load them from the constructor and then the preloader would work fine I think

ornate rivet
#

I really want to know what the unity dev team's thought process was when they made it so that you can't access snapshots from mixers in code

#

reflection time I suppose

ornate rivet
#

is there a max size to assetbundles?

#

anything new I add to my assetbundle isn't coming into the game

dark wigeon
#

Max size is int max

#

So I doubt you hit it

#

Also I'm back yay

ornate rivet
#

strange

safe hamlet
#

hello back yay

ornate rivet
#

hello sid

#

have you thought of a modding idea

safe hamlet
#

i am working on one

#

do you wanna help

#

i am doing a twitch interaction thing for hk

#

i have done the twitch part, we just need to add commands and actions now

buoyant obsidian
#

Put it on GitHub

#

I've wanted to do a twitch interactive mod for a while but they always have bloated libraries

safe hamlet
#

i just made a super basic wrapper for it

#

i will add you as a collab

safe hamlet
#

i added you

#

saleh, lmk if you want to work on it too

ornate rivet
#

I'm probably not smart enough tisoweary

safe hamlet
#

bruh

#

you know more hk code than me

#

what's your github name

rain cedar
#

What kind of stuff are you planning for chat commands?

#

Sounds mildly interesting

safe hamlet
#

i haven't planned anything

#

gradow said to do it, so i have no plan

rain cedar
#

Very cool

safe hamlet
#

he wants me to do like twitch plays pokemon thingy

#

but i think it wouldn't work as well with hk

rain cedar
#

Ah

#

I started something like that a while ago but dropped it

#

It could work but yeah the game is a lot harder than pokemon

safe hamlet
#

yea

#

i was just thinking allowing the chat make the game more difficult

#

by spawning enemies or debuffing

rain cedar
#

I see

ornate rivet
#

SalehAce1

safe hamlet
#

done

#

i will prolly make this public soon enough

flat forum
#

as in?

#

add the FSM related glowy thingy on the ground?

#

oh, you mean in the UI?

#

I think it's been done

#

ask Saleh or 56 or smth

ornate rivet
#

sid has done it before with the death counter mod

ornate rivet
#

You can open it with dnspy to see the code

solar jacinth
#

dnspy GWczoneTentacles

safe hamlet
#

what can't be selected

safe hamlet
#

i am pretty sure that works

#

huh, you can't anymore

#

let me see which dll this is

#

maybe it's not the latest one

#

i think it was written when the game was latest

fair rampart
ornate rivet
#

fuck yea

solar jacinth
#

incredible

#

@karmic olive get in here

weak lodge
#

jngo did more than ive done in years with 1 mod

#

bruh insert jngo discrediting himself here v

ornate rivet
#

eeeee, is Spencer not on the discord anymore? sadgrub

#

I would have loved for him to see his character turn into a boss

weak lodge
#

sigh

fair rampart
#

he is

#

not actively though

ornate rivet
#

oh good, then we can ping him once you finish

fair rampart
#

sure, in like a year

ornate rivet
floral furnace
#

yeah he was just in ss disc in a while ago like 2-3 weeks?

#

basically talked about tiso and the usual stuff

fair rampart
#

is there anything I need to do to make the Recoil component work?

copper nacelle
#

just need a rb2d and collider2d i think

#

might want to set the serializefield stuff

fair rampart
#

uh, what're the TObject and TField parameters in SetAttr<TObject, TField>()?

copper nacelle
#

TObject is the object you're setting the field on

#

TField is the type of the field

fair rampart
#

okay

sweet birch
#

YES

#

SOMEONE'S MAKING A FIGHTABLE TISO!

unborn flicker
#

@copper nacelle When I pause the ModInstaller in dnspy, it's stuck on this:

#

bad reflection?

#

also, apparently rivatuner was crashing my 64 bit dnspy all this time, forcing me to use the 32 bit version instead elderC

copper nacelle
#

it just never goes past that?

unborn flicker
#

yeah, it just hangs there

copper nacelle
#

odd

#

You just have the current API right?

unborn flicker
#

Yeah, same thing even with no mods in the folder (but with api)

fresh estuary
#

I do check in now and then

weak lodge
#

hes done it

fair rampart
ornate rivet
#

lmao

weak lodge
#

underfloorable

ornate rivet
#

pausing at w was probably the worst choice anyone could have made when they made debugcolliders component

unborn tusk
#

there he go

fair rampart
ornate rivet
#

I think it doesn't actually shift, it's just the parallax stuff at work

#

have you tested it by seeing if he damages you where it says he will?

fair rampart
ornate rivet
#

yea figured

#

someone should make it so that the Z of the debug collider is automatically made the same as the go

fair rampart
#

Did you ever figure out a smooth transition into the HoG from a boss scene?

ornate rivet
#

unfortunately no

#

You use the scene controller fsm right?

#

I don't understand why that doesn't make it transition smoothly since that's what the game uses too

fair rampart
#

yeah I copied your code

#

oh well

ornate rivet
#

yea it doesn't matter too much

#

who is drawing the animations for you btw?

fair rampart
#

me GWaobloChildPepeCry

ornate rivet
#

damn

fair rampart
#

it'll be good practice at least

ornate rivet
#

I suppose so

solar jacinth
#

you know

#

i can help in that

#

nvm youll probably reject me feelsgrubman

naive token
#

so is the Health Bar mod's memory leak gonna get fixed?

unborn flicker
#

doubtful

#

this is the answer to any question of the form "is ___ gonna get fixed?"

obtuse stag
#

@unborn flicker is what I'm seeing what I think it is?

#

are we gonna be able to randomize grubs, maps, roots and (?) stags into the whole item pool???

fervent citrus
#

i mean there would have to be a check to make sure dream nail isn't dropped by a root

obtuse stag
#

parrot_party_hyper Now this is getting even more interesting

#

maybe even randomized boss locations one day

heavy pelican
#

Is anyone gonna make noise from pizza tower fightable?

fair rampart
#

yes

#

the creator of the game

heavy pelican
#

No I meant one of you guys doing it in hollow knight

rain cedar
#

you

obtuse stag
#

the pizza tower will create itself

heavy pelican
#

😐

flat forum
#

mods are quite a bit of work

#

you can't just go into the channel for developing mods and request somebody do it for you

rain cedar
#

I mean you can

#

Just don't expect anything to come from it

wanton yoke
#

guys pure vessel teleport to the room ? i have a problem black temple crash this game i alternative road teleport pure vessel room maybe not crashes game help me pls

flat forum
#

not for this channel, Bürk

wanton yoke
#

sorry

fair rampart
#

is it slightly faster to preload two gos from the same scene?

rain cedar
#

It's way faster

#

Loading scenes is the only thing that takes time, grabbing the objects is essentially free, relative

fair rampart
#

alright, nice

ornate rivet
#

if only there was a way to make it faster sadcowgrub

jaunty garden
#

@unborn flicker
hey, i'm here as a airfone.
because of some personal preference, some players of the randomizer mod (including me) want the 3 restrictions (all bosses, all charms, all skills) to be usable and choosable in the next version of randomizer mod.
If it's too difficult for the mod maker, you can ignore these sentences.

copper nacelle
#

what

unborn flicker
#

If you want that setting, play Randomizer 2

#

Literally nobody used it, so it was removed to make more menu space, and it isn't coming back

jaunty garden
#

ok, i see...
thx for answering

unborn flicker
#

A lot of people play randomizer with bingo or to get true ending

#

It would be all but impossible to integrate every single racing goal

rain cedar
#

What does it mean to be an airfone?

unborn flicker
#

So instead players have to keep track of their restrictions for themselves

jaunty garden
#

my dictionary told me that it means something like a mobilephone

#

that transport one's sound to another person

rain cedar
#

It's a specific type of mobile phone

#

That's really old

jaunty garden
#

maybe my dictionary is old~

#

rando 3, delete.
rando 2, install.

rain cedar
#

Oh fuck he's actually doing it

#

Insane

jaunty garden
#

?

#

maybe i should change the two verbs into disable and enable?

placid river
#

Can randomizer 3 be used in MacOs now?

jaunty garden
#

not on mine

rain cedar
#

what

jaunty garden
#

randomizer mod, version (i forgot, about) 2.7 and higher, cannot be used on MacOs

#

when you use the rando mod to create a new save, the game will crash ("accidentally stop working")

rain cedar
#

I can't believe homothety would ruin mac support

fair rampart
#

Does this seem off enough to be a TC hitbox

floral furnace
#

lookin pretty good

copper nacelle
safe hamlet
#

nah

#

needs to be larger

ornate rivet
#

hmm

floral furnace
#

needs to be 2 mask dam too

solar jacinth
naive token
#

just put Winged Nosk's hitbox for it at that point

obtuse stag
#

wow, let's not go that far

hollow saddle
#

I think making mods is much more harder than making games in engine

#

You agree with me?

obtuse stag
#

what's the harder is to learn how to use it

#

once you know, making anything is easy compared to it

solar jacinth
#

@hollow saddle yes that is correct

#

you need a bit more extreme knowledge when making mods

amber flint
#

then why dont we make our own games? joke

fair rampart
#

does FindGameObjectInChildren work for a preloaded GO?

#

e.g. I'm trying to get the Pt Jump child of hive knight but nothing appears when I try to instantiate it

copper nacelle
#

did you set it active

fair rampart
#

yes

#

actually I can't seem to instantiate the preloaded GO itself

ornate rivet
#

wdym by cant instantiate

#

is it giving an error?

fair rampart
#

Well it does instantiate bc it appears in the enemies list when I open debug but it isnt visible

ornate rivet
#

does it have an fsm?

fair rampart
#

yeah, I tried to create hornet 2

ornate rivet
#

then it's the fsm

#

if you destroy or disable, she will appear fine

#

or you can delete the part of the fsm that makes her do that

#

cloning hornet 2 is definitely possible because I've done it before

fair rampart
#

I'm trying to get a child of hornet, namely g dash effect

rain cedar
#

Wow that's not really appropriate

#

There's way better spots to talk about wanting to make hornet's child

unborn tusk
#

elderc

fair rampart
#

Listen

#

I just want to have hornet's child

unborn tusk
#

😳

ornate rivet
#

Why do you need hornet 2 then?

#

Can you not just preload "Hornet Boss 2\G Dash Effect" instead?

fair rampart
#

I tried that too and I wasn't able to instantiate it

ornate rivet
#

is it null when you instantiate or invisible?

#

99% sure if you destroy the fsm, it will work (you will need to redo the fsm code though)

rain cedar
#

It's probably just inactive

#

Active status gets passed from the original object

fair rampart
#

okay, so destroying the fsm did make the effect appear, it's not animated tho

#

wdym by redoing the fsm?

ornate rivet
#

palehmm I expected the fsm to control the effects but I guess not

#

yea yea, the fsm plays it

weak lodge
#

grr

ornate rivet
#

so you do need to redo some of the fsm but the code should be super simple

fair rampart
#

not for peanut brain jngo

ornate rivet
#

pretty sure it's just anim.PlayFromFrame(0)

#

anim being the tk2dspriteanimator

fair rampart
#

ok

#

seems I need to set the rotation and destroy it too

ornate rivet
#

yes

#

that was also in the fsm

fair rampart
#

Have you ever tried getting a particle emitter?

ornate rivet
#

wouldn't that be a component of a game object?

#

smh hk using outdated particle systems

fair rampart
#

idk, I'm trying to get Pt Jump from hive knight

ornate rivet
#

you're getting it with Battle Scene\Hive Knight\Pt Jump right?

fair rampart
#

yep