#archived-modding-development
1 messages Β· Page 466 of 1
I know
lol
I'm explaining it to papers
Yes I am too
yes
okay that makes more sense
yes
yes
Thats fine
yeah
yeah
shouldn't be terribly difficult tbh
honestly it would be a bit fun imo
Honestly I'm fine doing it just to play with my friends over the internet
will there be a need for a host or smth for it to work
Just something to install in the background for the novelty of unexpectedly running into people
Just an online server that updates itself
like ghost net
like, I don't feel like the bloodstains in Dark Souls add to the gameplay at all
lol
I'd disable them, if at all possible
bosses dont share hitbars
yeah but itβs funny to watch people die
actually, there should totally be a skull left behind everywhere a player dies
or maybe their current nail?
that would be neat
a skull being left behind would be fun
why would there be skulls at traitor lord
Guess no one will be seeing my skull anywhere π
because people died there chingu
why
why what?
πΏ
Dude marmu was a piece of cake

You just gotta run te noobss to become a marmu pro
throw the noobs at marmu
I actually didn't fight marmu till I had already finished the first ending though
marmu, more like marmuwu amirite
lol
anyhow, sound like a fun after school project to be working on.
Imma definitely try and do it cuz there seems like no reason not to
alright thanks
np
how do people die to traitor lord tho
idk
cuz traitor lord is hardddd
only thing he has going is the fact he's fat
dammmmn
see sscharp
c += 2
c += 1
c~~//~~
@unborn flicker Tried an Area Rando on the new version Saturday, and it looks like the dreamer trap issue returned. FYI
It's already fixed on the version in #randomizer
@fair rampart i think you meant c++;
Who here is working on that 5 Knights Boss mod?
How did you visualize the hitboxes in build?
any DebugColliders
You're able to get that in build?
Apparently there is a mod that allowed you to visualize these things.
Anyone know who made it?
isn't there a hitbox setting in debug mod?
btw did you mention that you were going to update debug?
@charred parrot ask jngo
nah, sean made the hitboxes mod
oh i actually thought sean was memeing π€ lmao
@rain cedar How are you visualizing the hitboxes?
Many line renderers
DebugCollider is fucked anyway
Yeah
Sometimes you want to do some debugging in build.
And unfortunately Unity doesn't provide much to work with.
(My own project, not HK)
Thanks, Homothety, didn't catch the Sunday update. π
Okay team, trying to hook into the FSMs of arenas and boss battles to change the music in them. Having a hard time understanding how to change an FSM (or really anything). Any guidance would be appreciated.
pretty sure this is Hornet 1's FSM from Fungal1_04
where the musicCue is used
The api has an FsmUtil class for helping modify these
From only looking at this pic I'd expect you need to change either the music snapshot or cue (or both)
I'd want the cue to remain the same, just cue something else
Nah I think you're thinking of the trigger for it
Cue is something else, but idk what without looking more
musicCue isn't a trigger?
Nah the start trigger is almost certainly the enter transition out of idle
i modified the cue for one of my mods to change the music, i think that works
Yeah, the start trigger is the Trigger2dEvent when you physically enter the Music Region
trying to understand here what's happening
"info" is a specific instance of a class
Well, remember that the code will be blocking, so it won't really have time to "update" either
It doesn't really change all the time so much as it's just a different thing every time
taken from GameManager
but when it ends with orig(self, info) info is the GameManager data that is kept
so there I edit the info.sceneName to change the destination scene, while self just refers to the current GameManager
gotcha. so it's not a call to see what scene you're currently in
you're editing it to change the room you go to
or it's doing both?
Right, that particular block is to check for starting in Godmaster mode and intercept to start in a randomizer start location instead
That's why the new version of the randomizer skips the cutscenes
I was too lazy to figure out how to do it from the normal mode start 
All I really need to do is check for the current room I'm in, and if true, run the FSM music change
if true meaning "in a target room"
self.sceneName will be fine then
it'll be like.... 5 of them
or GameManager.instance even
GameManager.instance.GetSceneNameString() is probably better
Because it forces an update of the scene name
and I'll probably just use a switch instead of a huge if/else thing
referring to a method which is outside Initialize
so On.FSMUtility.whatever += MickelysHook
so the hook on the right is just defined locally?
i still don't understand how hooks work
so if On.FSMUtility.whatever is caught, it'll run method "mickelyshook"
??
A hook is a list of functions which get called at a specific point in the game code
Yes
You're adding a delegate to the hook. When the hook is called, every delegate on the hook runs in the order they were added
would that be too late to run that specific swap?
in the case of changing out an audio track?
isn't that changed as soon as the trigger is hit to start the music then?
Nah if you hook that fsm action it'll be fine
and I'm guessing I have to destroy whatever was going to be run?
else it'll play both at once
Yeah, replace it with your thing
The hook replaces the output, so you shouldn't also destroy it
so in this case..... the trigger2d event would be enum2?
You can figure out what enum2 means by looking in dnspy
Odd
tf
So for this specific instance the enum it means is this one
0 indexed so enum2 is exit
Trigger2dEvent class
just the normal csharp assembly?
I can't find where you got that from
HutongGames.PlayMaker.Actions.Trigger2dEvent
Then click the type of the trigger field
Oh, look in a vanilla assembly
The modded one is a pain in the ass
You get like 10x the results for any search and the extra 9 are all garbage
What?
Oh that
Those comments are irrelevant for modding
You can disable them, I'm just lazy
It's just 0, 1, 2
Or you can hover over them and it'll show the value
okay. so I'm looking to use "OnTriggerExit2D"
You shouldn't be looking at OnTriggerExit2D I think
Can't you hook ApplyMusicCue directly?
You could, this is all a bit of a tangent because he asked what enum2 meant
Or something like that
There's an "applymusiccue" hook?
There's a hook on literally every method
now where the hell is that located..........
On.AudioManager.ApplyMusicCue
If you delete the method and alt-enter the hook it'll make the method for you
But that won't stop it from compiling
local meaning I should create a different class to run it?
gotcha
if I'm putting the audio files embedded in the dll, I don't need to run WWW to search for them right?
why you put megalovania in hollow knight. Answering myself why not.
I think I found the FSM event to remove (42969)
now just need to input my own using the wav file I have
I can't get the copying rain to work
it always starts at the very left edge of the screen and looks like a waterfall in the rare cases you get to actually see it
why wouldn't it copy it over with the scales 
is there a way to get it to copy over the scales as well?
since I'm not doing it for 1 object in one room
I'm doing it for a type of object
Almost over.
ooh!
doesn't instantiate go to 0,0
Donβt worry, I will test it before posting it.π
@flat forum e
you mean list the position/rotation/scale of the original on the copy
like, manually?
do I do this for each go?
you probably only need position
tbqh
Instantiate(go, go.transform.position) would probably work out
Probably not. I don't believe mapzone is used for anything other than setting the save file banner and controlling Jiji dialogue
Several of the mapzones are unused
MapZone is used for whether or not to spawn a shade as well
It's loading that from Unity resources, not your embedded ones
Not gonna find it there
it's loading it from a similar location to customknight
You can look at other mods that use assets (randomizer, benchwarp, etc) to see how they do it
Custom knight definitely doesn't use Resources.Load
no, but it uses the Data_DIR shortcut like I did to define the location
not shortcut
variable
customknight uses a "WWW" something or other to load the sprites
but my mod doesn't even recognize that
here
Custom knight does it in an odd way yeah
It's the most time efficient way I could find
But for one resource it doesn't matter
Not gonna be async anyway
Look at how other mods do it
audio files are weird
Hollow point has audio
textures and sprites are easy according to everything I've been seeing
It might not be in there because apparently ttacco never pushes
can you load audio as a byte[]
8 months old 
like I load the sprites in hpbar
Yeah you can load anything as byte[]
I figured
He just changed it slightly for audio
It's from randomizer
bruh why is it on my thing
o
o fork
Missing a reference probably
should be a unity class right
UnityEngine.AudioModule.dll or something
that might be my whole problem to all this
.......
I hate this
I was trying AudioClip for forever
just missing a fucking reference
That'll happen
but usually intellisense will tell you
rider is always like "dude, you sure you're not missing some refs"
Oh yeah get ReSharper if you don't have it
I've seen tons of stuff for AudioClip loading and shit. I thought the NET3.5 or something was outdated
don't you need a license for resharper
i'm old as dirt
I mean
I mean same, but I still have one
My school is letting me keep my email forever
^
I graduated like 8 months ago
try it
It should
rider is real good tho
I assume they accept anything that's *.edu
resharper is good too, but VS is already pretty damn slow on its own
so I prefer to just use rider, which is considerably faster and lighter on my pc
i don't like r#
messes everything up
u
He's not wrong though
just don't let it force its settings
yea it's so slow
resharper does have some stupid defaults tho
I cannot deny
but you can customize everything
idk why I keep swapping letters in words today
today
any what
n-e
follow me on twitch
i am followed
eldercprime
oh I know
resharper being slow is why I went to rider
rider has vs-style defaults as an option too
ENG:
After hours and hours of work (and a sleepless night) I finally finished the Little Hornet skin!
Skin's link: https://drive.google.com/open?id=1QeWhNkbMjj9MVzYaxob55H1v2k8sFQVL
How to install the skin
1: Open the files in this order:
C:\Program Files (x86)
Steam
steama...
Finally done!
Feel free to use and have fun with the skin!
Looks really good
Thank you!
okay so.......
what's the default audio source for boss scenes like this
or how can I find it
Hollow point initiates the sound effects from the hero upon certain events, but I don't want to do that. It'd just play it next to the default scene sounds
If you don't call orig in that hook it should prevent the normal music
Situationally, of course, you don't want to always stop the music
Unless that's your eventual goal
what do you mean
Are you trying to replace all the music in the game or just a few tracks?
just a few
so I should put a check in there first that's checking what room I'm in?
Looks like you already have that
so I don't stop it from playing always
You'll want a call to orig if it's not those scenes
my main question is around what I've circled. I don't know how to launch the track that I have stored in SongList
You can probably pull a source from the AudioManager instance you have
cuz the music cue should bring me there, but Im not understanding the syntax of PlayOnSource
Yeah there's this
Private so you need reflection
But there's a thing for that in the api
ReflectionHelper (ReflectionUtil?)
One of those two
ReflectionHelper.GetAttr<AudioManager, AudioSource[]>(self, "musicSources");
Reflection is, in this use case, a way of accessing private fields
That's the only use case that ever really matters unless you're doing something really fucked up
okay, so what did that line just do that I typed
how can I access that to play on the source
Don't elderC me you know it's right
just reference "musicSources"?
iterating over all fields is cool
sid how else are you going to serialize
GetAttr returns the value
char[] unsafe real_shit<T>(T structure) where T : unmanaged
{
char arr = new char[sizeof(T)];
fixed (T* ptr = &structure)
{
char* char_ptr = (char*) ptr;
for (int i = 0; i < sizeof(T)/sizeof(char); i++);
arr[i] = *(char_ptr++);
}
return arr;
}
Unsafe bad
Yeah that might work
For readability I'd put that in a local first
Like
AudioSource whatever = ReflectionHelper.GetAttr(...);
Functionally the same thing though
I use it when the type is like super obvious
what does that code do 56
fwiw though if you alt-enter the keyword it'll let you expand it if you just don't want to bother typing
does Unload() get run at game close always?
Takes a pointer to the struct, casts it to a char* (think a char array or string), and then puts it in an actual char array which it returns
Unload from IToggleableMod?
yeah
no
That's when people swap it off in the menu
There's an application quit hook
bruh i can read code
I just see this at the bottom of people's mods
what is it used for tho
If you want game close
serializing stuff quickly
fairly sure it doesn't
I just don't want to create a memory leak or anything
FeelsGradowMan
It's hard to leak memory in C#
The only way it'll realistically happen is through Unity calls
Or leaving a bunch of stuff hooked and then hooking again 80 times
Looks like you stole the ttacco SoundLoader and that's the only place I would expect a mod like this to leak
So you're fine there
yeah. and his WavUtility class
i mean it's not that hard to leak memory
it depends on the type of stuff you work with
Anything unmanaged yeah
compared to other languages tho, yea
But for this use case that just means unity
and yea unmanaged too
Unless you've got like an infinitely growing list
Which I have accidentally done before
relatable
Also mick the hollow point repo has no license, which means it defaults to all rights reserved
So you should ask ttacco but I'm sure he's ok with it
truly


Robbing two pieces of robbed code
well there isn't any other logical way tho
Yeah that's like 90% of programming
Stealing from old projects/stackoverflow/random repos
Enable debug log in game
And qol for output_log in game
Makes stuff a lot easier to debug
how
"BoolValues": {
"_keys": [
"ShowDebugLogInGame"
],
"_values": [
true
]
},
Yeah you're not calling orig anywhere
did c# always have the dereference operator ->?
what's the difference between += and -= for the hooks
+= adds
-= removes
I was not aware of a deref operator
But I also don't ever write unsafe code
so I'm intercepting the music cues always
Gonna go eat, I'll be back in like 30 minutes if you still need help
In the meantime ping yusuf a lot
-> is ptr to field
is it not like the cpp operator
that is the cpp operator
since it just accesses the member by dereferencing the pointer
so like if you had
struct T
{
int i;
}
// in method
T *t = ...;
t -> i // gets field i
yea
yes
did it always have it tho
I think so
Found a stack overflow post on it from 2017
And another one from 8 years ago
so probably
Hello, I was wondering if the Hollow Point mod was open source?
yes
Thank you!
@floral furnace license your mod idiot
@floral furnace https://www.gnu.org/licenses/gpl-3.0.en.html

If you want the hook to work the way it would normally be used, Mick, I think you need to do the following:
- Load the music files in Initialize, and create MusicCue objects for each one
- Set musicCue to the new object inside the hook.
- Call orig before the hook ends.
If you aren't replacing the cue, then the hook really won't be better than just editing the fsms you want to change
Unfortunate. I thought I had done audio stuff for rando 3, but I actually never managed to get the byte[] to format correctly so I ended up just ripping the cry off of a preloaded grub
Hm, the assets folder defined in the solution for Hollow Point dont match with the assets provided in the github page.
Anyone have that folder?
the assets in the github page are a lie
they're only there because taco forgot to delete them
fwiw you can get this same zip by just stealing all the files off the dll
using dnspy
i forgot licenses, are a thing
go.transform.position gives the error of can't convert from UnityEngine.Vector3 to UnityEngine.transform
I'm trying to copy over an object and keep its original position, and either SFG or 56 suggested doing a Instatiate(go, go.transform.position )
top 10 scams
Homothety, how do you do step 2 there though
musicCue is defined already, and converting an AudioClip into that I don't really understand
i wish I could mod HK but don't understand Unity at all :(
The conversation literally right above this is someone modding with 0 experience in any kind of programming
ah
how can you change where a gg boss spawns you once you die/win
dream return scene

field
player data
dreamRespawnScene or dreamReturnScene
Can't remember which and I'm on a bus

ok 56 boio. There was a dream return fsm too so that's what I thought you meant.
Does HK use Unity or Playmaker to actually play/store the sounds? Unity right? Playmaker is only used as a trigger system?
If that's the case, I think I can write something that'll print the Clip that's being initiated and then use that to intercept that specific GameObject.AudioSource.AudioClip
Having a conversation with yourself is great
it's thinking out loud, through chat
insane
I was trying to do that, but didn't know how to define the audiosource as a musiccue
cuz then I was just going to replace the musicCue variable that was being run by orig
Probably
You'd probably have to do a couple extra things to ensure it keeps playing and isn't destroyed on scene load
this is trying to replace the clip in the FSM, but wasn't working and just making a really loud screech
SoundLoader.SongList[0] is the AudioSource for the song I'm trying to put in
You could instantiate your own audio source and play on that just to make sure it's loaded properly
play it on a nail swing or something. lol
I think it might not have been created correctly actually. or defined correctly
it's defined as an AudioSource right now, but shouldn't it be defined as an AudioSource.AudioClip
@copper nacelle
@solemn rivet
didja compile the new enemyhp and add it to the installer
just asking cause you mentioned
Ah fuck
but not rn
don't be
I should be the one doing that
no worries
but the dll is back home in my gaming pc
so it might be a while until I update it
which is fine since no one cares
I'll also be mimicking customknight to make the hpbars customizable
mick, did you eventually get Rider?
no
resharper
the edu license worked
so I have a student one for a few years
I wasn't seeing any performance issues so
Β―_(γ)_/Β―
wtf 56
I apparently only pushed the changes to componenthpbar.cs
not to hpbar.cs
feelspepoman
DRYYA MOD - DRYYA MOD - DRYYA MOD ... !!!

(i can't wait for some updates on the FGK mod)
what are you talking about
Five Great Knights of Hallownest Mod! ...have you been living under a rock? π
it's in development right now. it's about boss fights against the original five great knights of hallownest, that means dryya, hegemol, isma and ze'mer (with the exclusion of ogrim who already got his fgk fight as white defender).
ching
In this channel, at least
5 Knights at Graddy's
that's the official mod name
oh so it's not serious
yesn't
oh shit
do we get to fight all 5 at once
because like
a year ago
pre-godmaster
i expressed how cool it would be to fight 5 great knights at once
except it wouldn't be at once it would switch between teams of 2 knights and then the last one would get super buffed orenstein/smough style
oh that's sick
I think it's Five Knights at Corny's. Be thankful you got a map to know where the knights are.
five knights at pale king's. It's a haunted palace
Pale King hires vessels and replaces them daily.
i mean placing void inside suits of armor to act as guards isn't that far off form spirits inhibiting animatronics
colorful hero when
colorful hero a year ago
wow
I'll be fixing hpbars in a sec
pog
done
okay. audio is playing, but new problem: there's two instances of the audio playing, one playing with a delay of like 2s

Progress though
it was the damn wav file causing all the problems
threw in a new wav, boom, no issue
....except the delay
i think theres like an FSMVariables with an Set FSMFloat extension method? (forgot the method name) that takes a string of the variable name and the value you want it changed as
it'd be
fsm.Fsm.GetFsmFloat("Transition Time").Value = yourValue
yeah that one
you get the value and then change it
i might be remembering miscorrectly sorry, but is there a set version? otherwise jngos should work
I don't remember seeing one
yeah thats my bad then sorry
either way VS should show autocompletion so you can see for yourself
im more used to SetAttrib/GetAttrib so i misremembered it being the same for FSMs
FsmFloat is a reference type so getting it gets the actual thing not a copy
Then you can change it to whatever
what do I reference when it's asking for the PlaymakerFSM fsm
is that the tab name?
so, SceneManager-Music Control
?
I don't think you have access to the fsm with how you're currently doing it
But you could use a different hook
would this work? I can't figure out what game object to pull the FSM from though
lol
I don't think this will work
SceneManager is the name of the game object, Music Control is the name of the fsm
Does it have the same name for both scenes you're trying to change?
I'm just trying to change one scene
but I believe so
I think the tabs are 2 different instances of the same FSM
[2704b]
FSMUtility.LocateFSM(GameObject.Find("SceneManager"), "Music Control")
Should work to find it
yeah I got it
but it's the wrong fsm
none of the variables did anything
so I'm trying to grab "Music Region" now
but it's in a "different scene"
Β―_(γ)_/Β―
Fungus1_04_boss
instead of Fungus1_04
so what do you suggest
I'm trying to change the "Enter Transition Time" variable on this one
but like i said.... different scenes
unless the boss part counts as it's own sub-scene somehow?
okay, so that may be why two instances of the music are playing
it's playing for fungus1_04 and fungus1_04_boss
with a delay for the second one
how about a PALE KING BOSS MOD ???
Hex
modding discussion is a more appropariate place for this
to suggest and expand on ideas
why would it
how are you loading the audio tho
you would need to convert the file into pcm data, no? i am asking what you use to do that
use the WavUtility class
steal it from ttaco
the game should already be doing that, so you just need to replace the audio in the right spots
BG audio is tricky. b/c the game has multiple tracks loaded and then will only have certain ones playing
depending on scene
if you look at the assets anyways, each track has multiple components, like a bass, excitement, and main loop
How'd you end up replacing them?
Maybe we'll have to "collab" for the next mod I want to do, will have all custom a Capella audio sounds.
hey, SFG
can I reuse some of your code to try to replace the music in CoT for the thing I'm doing?
thanks a ton!
@solemn rivet & @flat forum you're right, wrong channel
is it auto-looping it?
does the file have a bunch of empty noise at the end of it?
I'm sure I'll run into this issue tonight after I fix the double play instance
weird.
I'll keep a watch out for that though and try rendering audio as mono if I have to
How much time between is there
Weird
@jolly oriole Sid had the same issue
He had the fix it you ask him
@safe hamlet yeet
that doesn't sound right
didnt you just run it through this anyway
if (res.EndsWith(".wav"))
{
Modding.Logger.Log("[HOLLOW POINT] Found sound effect! Saving it.");
Stream audioStream = Assembly.GetExecutingAssembly().GetManifestResourceStream(res);
if(audioStream != null && res.Contains("support"))
{
byte[] buffer = new byte[audioStream.Length];
audioStream.Read(buffer, 0, buffer.Length);
audioStream.Dispose();
airStrikeSoundFX[airsupportCount++] = WavUtility.ToAudioClip(buffer);
}
this is also what I used to load the exact length of my wavs
π
the heck
discord is shit now
@jolly oriole did you fix the issue
o you did
i didn't realize the empty part was half of the total audio, dividing by the number of channels would make sense
i can easily fix the hollow point sound bug now, thank sf
i was using a different script to fix this issue
alright I have a question for y'all
does anyone have any thoughts on the new github sponsors system/thingy?
I kinda wanna support someone on it but it's really new to me
Idk what that is but it sounds like a way that you could give me money
And I am always in favor of receiving money
are you developing fna right now?
Not currently no
okay then maybe I'll give you money another time
But I could probably find something to pr if it means money
sadly it only lets you sponsor people not prs. it's not like a bugbounty thing
although if you're interested in that there's probably a bug out there annoying enough for me that I'd pay to have fixed I just can't think of any
@solemn rivet sorry for the ping, but afterthe new update I can not see boss hp
sorry if im missing something
bruh
i also threw on santa hats in premiere
my boi mawlek not even there
it's fine
don't worry
mawlek never gets invited to the party anyway
he's used to it by now
poor fella
he gets invited more than tiso
gottem

omg we have team cherry here now?
things tiso got invited to:
coliseum???
things mawlek got invited to
coliseum
godhome
forgotten crossroads
we always have
tc have been here for a while
and Will came here to ask us what we'd found
and then he was like "that's fine"
@vapid crag what exactly is not working
remember when a member of tc shitposted their own fsms
not show
in specific i have no fucking clue what the name of the boss im fighting is
lemme check
its a half boss
watcher knights
ah
that's a spicy framerate
to what
gfouce
wow thar was fast
try it now
wdym
wait
gimme a sec
ok
it should be fine now
uhhh
the old update was supposed to fix the alleged memory leak
which I've never experienced
so idk if it fixed it or not
but it should theoretically run smoother now
also, 56
@copper nacelle
had to make it two canvases
one for bosses and one for enemies
not like it matters
2 vs. 12980239842093849 is still improvement
before the last update
I would draw a "transparent film" over the screen and draw the hp on it
one for each enemy
and these films didn't get properly destroyed, I don't think
now I have only one "film"
and draw all hpbars on it
before the last update, the films would pile on top of eachother
which costs processing power
even if it's only a little, it adds up over time
now, that shouldn't happen
may I ask how you make the mods? do you do it within unity?
why do you think all the modders want to die
coding to add onto somthing you did not code
you can do parts of it in unity
okay. my theory of why my clip is playing twice is not panning out
any ideas? I thought it was because the scene Fungus1_04 reloads as soon as the hornet 1 fight starts, but I made sure the clip doesn't load on the first scene load, and it's still playing twice
Is your music hook being called twice?
the orig?
orig(self, musicCue, etc.....
i'm setting a bool on the first time the scene is loaded
then after that first time, the music replacement is allowed to run
which is happening when I enter the hornet arena
but it's still playing twice
the only thing I could think would be causing the issue at this point is that
- the clip is loading incorrectly as two clips
- the orig function is being run twice
what do you mean
what would you suggest to change that to? I'm not even sure I know what that's doing. 56 told me to write that to load in the clip
Idk try just doing channels[0]
what do those channels represent
Probably different audio sources
yes
thx for being patient with me through all this. I know I've been an annoying little shit this week
well it's working

gg
gg
ggg
now I have the same problem of the huge void space
just added in the / int channels tho
we'll see if that helps
recording audio now.....
if anyone wants to try it. only Hornet music is changed
well at least the music is replaced. Gotta figure out how to destroy what I put in there though after a scene change
it's still playing in the next scene. lol
with regular BG music underneath it
gg mick!
rip
any savefile edit
what would I edit
soul warrior room is stuck in workshop room
or maybe the other way around
lmao I dont even know where godhome is in waterways
Using additive loading results in every scene load after also being additive, what should I do?
UnityEngine.SceneManagement.SceneManager.LoadScene("ismaScene", UnityEngine.SceneManagement.LoadSceneMode.Additive);
I already use a transition point
I'm trying to add stuff to an existing scene so I make a scene in Unity with all the new stuff in the right spot and load that scene additively into the existing scene
and this works but it ruins all other scenes too
@ornate rivet you're at -20k, -20k or something fwiw
you can just noclip in at like 10x timescale
literally stuck in parallel universe lmao
and all the boss scenes tc has have the same meme
They have a SceneManager fsm which takes care of fixing it if you want to take a look
If the SceneManager doesn't get loaded you just get mantis lords everywhere
public static void Load()
{
if (loader == null)
{
loader = new GameObject();
loader.AddComponent<SpriteLoader>();
DontDestroyOnLoad(loader);
}
}```wtf is this in customkinght
how can you add a component from inside the component itself
and why
why wouldn't you be able to
That's a static method
But even if it wasn't
Still would work, it'd just be a bit odd
yea
I know it would work, but
what's the point
https://github.com/seanpr96/HollowKnight.CustomKnight/blob/master/CustomKnight/SpriteLoader.cs#L117 here be relevant code
i agree with gradow on this one, the design for that is questionable
can't you just do that on the main class
or heck, add it to the knight himself
or to the gamemanager
you can do it in the main class and it should imo
I mean, that's what I'm gonna do anyways
just checking
I'm working on customizable hpbars

should be able to finish by tonight
imagine not streaming
.done
i won't be there very long tho since i have my science fair tomorrow
he couldn't if he tried
@safe hamlet
There's nothing wrong with static instantiation methods






