#Problem with code
1 messages · Page 1 of 1 (latest)
no i discoverd
did you link your DLL in the everest.yaml file?
yes
and the file bin/NeikkoworldMod.dll exists?
yes
ahh, I see it
you need to add #[CustomEntity("NeikkoworldMod/BossEntryTrigger")] above your public class BossEntryTrigger : Trigger line
so the game knows that NeikkoworldMod/BossEntryTrigger in the map data means it should load your entity
yes
i don't understand where to put in the code
above public class BossEntryTrigger : Trigger
like this?
you forgot the # in front of it
sorry im new for coding for celeste ^^"
ok, without the # is right
and now i can compile?
yes
oh and for the .dll do i need to past in bin folder or the neikkoworldmod folder?
it should appear automatically in the right location when you compile
he go automatically in bin folder
yes
and your everest.yaml says it's in the bin folder
so the game knows it is in the bin folder
i compile him, im gonna try
yes, do it
do you see the trigger in hitbox view?
you can also check your log.txt file, it will tell you if the trigger failed to load
how can you activate trigger hitbox?
enable debug mode in the Mod Options and press ~ or . or `
you can also use CelesteTAS mod for better hitboxes
nothing here
ok, so you should check your log.txt file
yes
i find something
so, the game doesn't find your Trigger class
dotnet build
PS C:\Program Files (x86)\Steam\steamapps\common\Celeste\Mods\NeikkoworldMod> dotnet build
Restoring projects...
All projects are up-to-date for restore.
NeikkoworldMod -> C:\Program Files (x86)\Steam\steamapps\common\Celeste\Mods\NeikkoworldMod\Source\bin\Debug\net8.0\NeikkoworldMod.dll
Build succeeded.
0 Warning(s)
0 Error(s)
Elapsed time 00:00:01.09
the build have no error
i restarted the game but nothing change
i try to find but nobody have this problem
if its useful i use net.8
do i need to use net but in version 5?
Link this conversation?
How do you do this?
No more porblem, huh
@timber cipher please compile in release mode and send the zip
i asked you to compile in release mode and send the zip outputted by that, but whatever, this will work
oh sorry I didn't understand ^^"
as i expected, the class isn't even in the assembly
oh its not visual studio code
i personally wouldn't recommend using vscode for c# development
- your
Codefolder must be in theSourcefolder. the compiler literally won't see your .cs files otherwise. - i suggest keeping your namespaces consistent with other mods', like
Celeste.Mod.NeikkoworldMod. it won't break your code but having everything under one namespace is convenient. - i also advise not counting on an ai to help you with celeste modding. it has absolutely no idea what it does and often writes code that either doesn't compile, or straight up doesn't work at all. for example, in
BossEntry.cs:- line
30:Seekerdoes not have a constructor with a singleVector2argument. - line
48: the eventevent:/game/05_mirror_temple/seeker_screamdoes not exist - line
55:Sessiondoes not have theLightingAlphafield - line
60: the eventevent:/bosspart1does not exist (but i assume it may in the future)
- line
i use chatgpt because i dont find what i searched
but i don't know why he build automatically in the source folder
which one you use for coding?
"which one" of what?
what IDE? the wiki recommends rider or visual studio, with vscode being last
and for the line 60 its my music for the boss that why
oh so i'm gonna try this two to see wich one i find better
the reason rider or visual studio are recommended first is because they are proper integrated development environments, they show you errors and warnings directly in the editor without having to compile, as well as letting you see what's under a class
visual studio code doesn't give you this unless you know what you're doing
and even then in my experience it's worse compared to rider or visual studio
i also recommend reading up on the everest wiki and asking real people in #code_modding than an ai
i use the everset wiki but for the ai i asked him to explain parts to me because sometimes i don't really understand what to do
the second part still applies
i'm gonna delete the mod and retry with rider
imo there's no need
just move the files in the Code folder to the Source folder and fix the namespaces
...and the code that won't compile
i use this command for example for entities and triggers
dotnet new celestemod --Samples
that's fine yeah, but imo you don't have to
In the end, I prefer to retry because i don't really understande what i'm doing
that better
now time to understand how its work
if you need help figuring things out, #code_modding is checked more often than some random #953393160464269402 post
but i'm afraid you will need to know how to write c#
okay thanks ^^
i already write some c# codes but very basics so that why i want to make mod for celeste but i need to understand how the code for celeste works
there's several articles like i mentioned earlier
