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  1. AwesomePerson159

    tModLoader [Tutorial] TModLoader: Projectile Help

    Sorry, haven't been on in a while. Play the sound in the Shoot method and return true to fire the projectile. Can't make the code rn but it should work.
  2. AwesomePerson159

    tModLoader [Tutorial] TModLoader: Projectile Help

    You put the projectile code in SetStaticDefaults() instead of SetDefaults(). This is wrong. The main issue with this is projectile.width and projectile.height, which are the width and height of the hitbox of the projectile and default to 0. Since you have not SetDefaults(), it probably reads the...
  3. AwesomePerson159

    tModLoader [Tutorial] TModLoader: Projectile Help

    No clue. That line is identical to the one I use in my working shotgun code: I think you're supposed to put the DisplayName and Tooltip.SetDefault into SetStaticDefaults, though. I'm really bad at mobs. In theory, we could try to attempt to adapt it to a mob like so: for(int i = 0; i < 200...
  4. AwesomePerson159

    tModLoader [Tutorial] TModLoader: Projectile Help

    Again, probably but I'm not able to, and again, ask on the discord. What you're asking for now is (presumably) the worm AI but instead of following your cursor, homes in on enemies. However, you could probably make a summon that mimics dragon AI, but I'm bad at those and it would just be a minion.
  5. AwesomePerson159

    tModLoader [Tutorial] TModLoader: Projectile Help

    Haven't been on in a while. Sorry! I have other projects I'm working on, so I'm not online often. Can you elaborate? This is an old post, so my code may not work. Can you post your code? Worm AI is incredibly complex. First you need the head, then you need the segments that follow it, then you...
  6. AwesomePerson159

    tModLoader [Tutorial] Projectile Guide and Implementation: tModLoader Edition

    The projectiles are fine. The sword, on the other hand... Firstly, you can never ever ever set shoot to 2 different projectiles. You set shoot twice. This means that the game will read your first shoot, and override it with the second (same with shootSpeed). You need to override the shoot...
  7. AwesomePerson159

    tModLoader The Terrxplosion Mod!

    Thanks! Those will be a while to implement, because the update before I start working on those will take a while. Of course, I'll develop it whenever I can.
  8. AwesomePerson159

    tModLoader The Terrxplosion Mod!

    0.0.8.1 is here! I had to remove a few items due to complications, but I did everything I wanted except for add more summoning weapons. Enjoy the new update: patch notes coming soon!
  9. AwesomePerson159

    tModLoader [Tutorial] TModLoader: Projectile Help

    You didn't change namespace Mod.Projectiles. In your case, change it to: namespace HomingCrystalBullets.Items.Projectiles.
  10. AwesomePerson159

    tModLoader [Tutorial] TModLoader: Projectile Help

    There was an extra curly bracket after AI. projectile.velocity.X = (projectile.velocity.X * (float)(num149 - 1) + num146) / (float)num149; projectile.velocity.Y = (projectile.velocity.Y * (float)(num149 - 1) + num147) / (float)num149; } } //...
  11. AwesomePerson159

    tModLoader [Tutorial] TModLoader: Projectile Help

    Add this in the kunai class: public override bool Shoot(Player player, ref Microsoft.Xna.Framework.Vector2 position, ref float speedX, ref float speedY, ref int type, ref int damage, ref float knockBack) { int projSpawn = Main.rand.Next(1, 4); //picks a number...
  12. AwesomePerson159

    Error CS1010 pls help

    Again, go to the TModLoader Discord. Looks like you didn't install tModLoader properly, but I'm not sure.
  13. AwesomePerson159

    Error CS1010 pls help

    Go to the TModLoader Discord: https://discord.gg/Uja4v7t
  14. AwesomePerson159

    tModLoader Turrets Mod [Work In Progress]

    Cool ideas, tons of potential, and really well implemented! I have 1 issue with this mod though: you don't have a gatling turret. When you think of turrets, you usually think of a machine gun (which are traditionally deployable, human-operated turrets), but you don't have one. Crafted with a...
  15. AwesomePerson159

    0.0.8 is here, after... 11 months? Oh well. Check my mod out...

    0.0.8 is here, after... 11 months? Oh well. Check my mod out: http://forums.terraria.org/index.php?threads/the-terrxplosion-mod.51244/
  16. AwesomePerson159

    tModLoader The Terrxplosion Mod!

    I'm done. This update is taking way too long. So I squashed a few bugs and then released it! 0.0.8 is out, and with it comes 80+ new items, bug fixes, and a brand new mob! The old saying with programming is "the first 90% takes 90% of the time, the last 10% takes another 90% of the time", and...
  17. AwesomePerson159

    You make and download mods with TModLoader...

    You make and download mods with TModLoader: https://forums.terraria.org/index.php?threads/1-3-tmodloader-a-modding-api.23726/. It's simple to download mods and fun to make them.
  18. AwesomePerson159

    tModLoader [Tutorial] TModLoader: Projectile Help

    Pretty sure you need using Terraria; to make anything in TModLoader. Otherwise, it will not load things such as every line of code in SetDefaults except aiType.
  19. AwesomePerson159

    tModLoader [Tutorial] Projectile Guide and Implementation: tModLoader Edition

    What's your code? Just ctrl+c and ctrl+v the entire c# file into a reply. Also, you have to say which line the error's on. It should give you something like (25, 10) in the error, so I need that to help.
  20. AwesomePerson159

    Megalodon - Upgraded Megashark

    The point is that there is nothing resembling the Mini/Megashark in that tier.
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