Closed xAstroBoy closed 4 months ago
@winstxnhdw check
@winstxnhdw check the new changes, triggermod has more power now.
I don't really understand what some of this is doing. I think given the size of the PR, I'll only be able to give a proper review next week.
I don't really understand what some of this is doing. I think given the size of the PR, I'll only be able to give a proper review next week.
the size of the PR won't matter as most of it is already merged, is just github being github.
No, I meant that given the size of this PR (296 lines), it will take me a while to review everything. The quality is not exactly top-notch so there's a lot for me to go through. I am also pretty busy this week.
No, I meant that given the size of this PR (296 lines), it will take me a while to review everything. The quality is not exactly top-notch so there's a lot for me to go through. I am also pretty busy this week.
Oh, it just gives TriggerMod to interact with props without holding them .
In case is a noise prop, you can make it play noises without holding them. In case is a animated prop, you can make it animate without holding it from phantom camera. in case is just a normal prop, you can make it fall and play a SFX noise which will grab the player's attention.
in case is just a normal prop, you can make it fall and play a SFX noise
What does it mean to make it 'fall'?
in case is just a normal prop, you can make it fall and play a SFX noise
What does it mean to make it 'fall'?
it makes it jump like someone dropped it along with the drop noise which can be used to troll players.
@winstxnhdw added /respawn and improved godmode to cover all methods that can break the game functionality . Enemies will interact but not able to do their kill moves.
You got /respawn
to work? I have tried the same thing several times with no luck. What was the catch here?
You got
/respawn
to work? I have tried the same thing several times with no luck. What was the catch here?
just a bit of editing and removing what was not required to make the local player to show up, haven't tested yet but i copied and edited a bit the one from project apparatus because is the same approach but without destroying the body and other stuff, it focuses only on reviving the player locally.
I am doubtful it would work. The previous time I tried the same exact thing, but didn’t include the stuff with the audio, and it couldn’t work. Maybe the audio was the catch, seeing how hear
breaks reconnecting to the world if you don’t handle the audio.
You should test it before we move any further.
God Mode works perfectly, tried fatal enemies moves, it will make them always work, but not able to kill under god mode protection, and you forgot to set the __result in the AllowPlayerDeath() method.
and you forgot to set the __result in the AllowPlayerDeath() method.
huh? how’d GodMode work all this time then.
and you forgot to set the __result in the AllowPlayerDeath() method.
huh? how’d GodMode work all this time then.
no clue, but this time is fixed for good, enemies can try to do their fatality under god mode but no death.
@winstxnhdw can confirm /respawn works.
Very sick, but also really concerning how it’s suddenly working 🤔
wait so respawn command works now without needing host?
Respawn never needed host. It just never worked when I tried. It just showed the damage HUD for me and then nothing happens.
Respawn never needed host. It just never worked when I tried. It just showed the damage HUD for me and then nothing happens.
Im working on enchancing the possession mod, using a decompiled version of the control company mod we dont need host to control the existing enemies, which im adapting this functionality
We never needed host to possess or control monsters either. ChangeEnemyOwnershipRPC
is sufficient. Please don’t overdo it. It should be easy to extend Possession
to ControlCompany’s feature.
This is what I’d do:
fatality
, assign a method to handle all supported enemiesWe never needed host to possess or control monsters either.
ChangeEnemyOwnershipRPC
is sufficient. Please don’t overdo it. It should be easy to extendPossession
to ControlCompany’s feature.This is what I’d do:
- Bind left and right-click to InputListener and subscribe to their events
- Abstract the events into primary and secondary abilities
- Similar to
fatality
, assign a primary and secondary ability to all supported enemies
i am not overdoing it, i am fixing controlcompany features over the Lc-hax functionality, then we can adjust to make it work completely along with it's enemy controllers, i already added the mouse bindings, now im fixing the controllers and adapting them to work along.
That really does sound like you are doing too much. We already have our RigidbodyController. I hope you are not planning to introduce another controller or another Possession
mod.
That really does sound like you are doing too much. We already have our RigidbodyController. I hope you are not planning to introduce another controller or another
Possession
mod.
no rigidbody controller, just a specified enemy controller for each existing enemy, there's 12 controllers as the slime does not require one.
Each enemy has his own features and his own available skills, they all inherit PossessionMod.
I know that ControlCompany has a dedicated controller for each enemy, but do we really need that level of accuracy rather than using our generic controller? Think simpler. IMO, the improved controller @D1GQ made is sufficient.
I know that ControlCompany has a dedicated controller for each enemy, but do we really need that level of accuracy rather using our generic controller? Think simpler. IMO, the improved controller @D1GQ made is sufficient.
yes we do, because we can actually use each proper enemy control as they have each unique methods... and is easier to maintain it this way.
Ex : with maskeds you cannot currently exit the map if possessing it over here, i figured how ControlCompany does and we can actually replicate it.
Okay. If you really insist on this, then do it on a separate clean PR since it’ll be a massive change. It’ll also be under really strict reviews, since this is going to completely replace our core feature, Possession
.
Okay. If you really insist on this, then do it on a separate clean PR since it’ll be a massive change. It’ll also be under really strict reviews, since this is going to completely replace our core feature,
Possession
.
no replacement as it all inherits the possession core feature, it just makes a few possession events overridable.
Sure, just don’t add to this branch anymore. I want to merge this by Tuesday.
Sure, just don’t add to this branch anymore. I want to merge this by Tuesday.
change of plans, im doing a PossessionMod ovehaul, no controllers, all in one mostly with extensions , a way to identify which enemy type is being controlled, which will make it a little bit less confusive and it will be just one controller.
That sounds a bit more sane.
That sounds a bit more sane.
And im porting all the controllers systems into extensions which will be less painful to use and i can make one method and run based off which enemyai the enumerator will be set to using a switch case and is more compact
@xAstroBoy Could you move respawn
into a separate PR as well? I think we can merge that instantly. Commands like suit
still need refactoring before it’s ready.
This PR is messed. I'll just refer to it one-by-one and implement them.
With a harmony patch i found a way to override the purchase requirement and just wear it locally till it gets unlocked . add /spawn <amount?>
add /enemies , it dumps the current level enemies in chat
add /suit
add a new hook because is how mods spawn their enemies, which now ESP will cover.