It includes that too I believe /And anything that adds items that aren't deleted but aren't yet implemented either, right? Like eg. Lunar fragment drills and axes.
I'm not sure if you already tried this or it just didn't work, but I used the AI of an arrow.How to create javelin type weapon? For they have their AI?
"What do I use" is a very vague question. Could you clarify what exactly you're asking?hey i hope maker sees this but so im trying to make a tmodloader mod and i can sprite and code but what do i use plz hurry and respond if you know thx
You can do it in updateAccessory. I'll pm you some codeIS it possible to make an item that behaves like the Spore Sac accessory? or would I have to wait for ModPlayer?
C#Sorry to sound like a noob but what programming language does tModLoader use?
I think this might be useful:how can i make a boomerang that can not be thrown while already deployed?
for (int num11 = 0; num11 < 1000; num11++)
{
if (Main.projectile[num11].active && Main.projectile[num11].owner == Main.myPlayer && Main.projectile[num11].type == item.shoot)
{
flag2 = false;
}
}
You'll have to set 'item.shoot' to the ID of the projectile you want to shoot. Now I understand that some projectiles override these values to make sure you shoot another projectile, but if that's not the case, this is the way to go about it.sorry i keep asking questions, but can i make a bow that shoots things other than arrows? e.g. bee's knees
That's where this hook comes in handy:sorry i keep asking questions, but can i make a bow that shoots things other than arrows? e.g. bee's knees
On the installer, you remembered to click on the "Setup Dev Environment" button, right? This is necessary so that mods you build can work on all platforms.When i build my mod with the new launcher 0.6 i get an error: An error occured while compiling a mod,
error CS0006: Metadata file 'TerrariaMac.exe' could not be found, how do i fix this, Im using windows pc and i have the correct launcher.
You'd put:Okay thats fixed now what do i need to do for the new dusts,its telling me some of my cs scripts dont contain defintions for "New Dust'
dustType = mod.DustType("DustName");