Servers have been implemented, just there are some problems and Bluemagic is patching it up soon.Has servers been implemented?
There should be something like Terraria.bak.exe, rename that to Terraria.exe and it should work as vanilla Terraria if I recall correctly.How do I switch between Vanilla Terraria and tMod? I'm not wanting to play with the tMod all the time and I'd rather not delete, rename, move, etc, files every time I want to switch.
Well, I have a little experience with servers. I hope I could host a server for my beta testers.Servers have been implemented, just there are some problems and Bluemagic is patching it up soon.
There should be something like Terraria.bak.exe, rename that to Terraria.exe and it should work as vanilla Terraria if I recall correctly.
I remember that file from the past, but no such thing exists in my install folder of Terraria. None the less, I should figure it out eventually on how to jump back and forth without doing to much.Servers have been implemented, just there are some problems and Bluemagic is patching it up soon.
There should be something like Terraria.bak.exe, rename that to Terraria.exe and it should work as vanilla Terraria if I recall correctly.
Do you have a file called Terraria_v1.3.0.8.exe?I remember that file from the past, but no such thing exists in my install folder of Terraria. None the less, I should figure it out eventually on how to jump back and forth without doing to much.
Nope.Do you have a file called Terraria_v1.3.0.8.exe?
You should probably do mod.ProjectileType() instead of mod.ItemType(). You don't really need the int for projectile.position. And that's pretty much all.Hey guys!
So I'm trying to make a projectile spawn more projectiles on death, but when the projectile is "killed" nothing happens. Here is my script so far, and as you can probably tell I'm a massive C# scrub.
public override void Kill(int timeLeft)
{
for (int k = 0; k < 5; k++)
{
Dust.NewDust(projectile.position + projectile.velocity, projectile.width, projectile.height, mod.DustType("EtherealFlame"), projectile.oldVelocity.X * 0.5f, projectile.oldVelocity.Y * 0.5f);
}
Main.PlaySound(2, (int)projectile.position.X, (int)projectile.position.Y, 25);
Projectile.NewProjectile((int)projectile.position.X + 1, (int)projectile.position.Y, 5, 5, mod.ItemType("DeathOrb"), 10, 0.5f);
Projectile.NewProjectile((int)projectile.position.X - 1, (int)projectile.position.Y, -5, 5, mod.ItemType("DeathOrb"), 10, 0.5f);
}
Any help is appreciated!
Thanks, Tulra
You should probably do mod.ProjectileType() instead of mod.ItemType(). You don't really need the int for projectile.position. And that's pretty much all.
You should probably do mod.ProjectileType() instead of mod.ItemType(). You don't really need the int for projectile.position. And that's pretty much all.
public override void Kill(int timeLeft)
{
for (int k = 0; k < 5; k++)
{
Dust.NewDust(projectile.position + projectile.velocity, projectile.width, projectile.height, mod.DustType("EtherealFlame"), projectile.oldVelocity.X * 0.5f, projectile.oldVelocity.Y * 0.5f);
}
Main.PlaySound(2, (int)projectile.position.X, (int)projectile.position.Y, 25);
Projectile.NewProjectile(projectile.position.X + 1, projectile.position.Y, projectile.velocity.X * 1.25f, projectile.velocity.Y, mod.ProjectileType("DeathOrb"), 10, 0.5f);
Projectile.NewProjectile(projectile.position.X - 1, projectile.position.Y, projectile.velocity.X * 0.75f, projectile.velocity.Y, mod.ProjectileType("DeathOrb"), 10, 0.5f);
}
I am also having this problem. I am really sad and disappointed as most Tmodloader mods use the ModBrowser which mac users cannot use.For some reason TmodLoader doesn't support mod browser for my OS X computer, Any advice
In the Projectile.NewProjectile function, you want to insert one more parameter:Thanks so much for the help before, I have another probably scrub issue.
The projectile now splits into the new projectiles which behave as normal, except they deal no damage, apply no knockback and generally act as if they aren't colliding with NPCs.
Code:public override void Kill(int timeLeft) { for (int k = 0; k < 5; k++) { Dust.NewDust(projectile.position + projectile.velocity, projectile.width, projectile.height, mod.DustType("EtherealFlame"), projectile.oldVelocity.X * 0.5f, projectile.oldVelocity.Y * 0.5f); } Main.PlaySound(2, (int)projectile.position.X, (int)projectile.position.Y, 25); Projectile.NewProjectile(projectile.position.X + 1, projectile.position.Y, projectile.velocity.X * 1.25f, projectile.velocity.Y, mod.ProjectileType("DeathOrb"), 10, 0.5f); Projectile.NewProjectile(projectile.position.X - 1, projectile.position.Y, projectile.velocity.X * 0.75f, projectile.velocity.Y, mod.ProjectileType("DeathOrb"), 10, 0.5f); }
Sorry for noobing it up once again, but I would really like to learn how to mod Terraria as an introduction to coding. Thanks!
Projectile.NewProjectile(projectile.position.X + 1, projectile.position.Y, projectile.velocity.X * 1.25f, projectile.velocity.Y, mod.ProjectileType("DeathOrb"), 10, 0.5f, Main.player[Main.myPlayer]);
That exact code didn't work, but if you take away the Main.player before the square brackets, it works. Thanks so much!In the Projectile.NewProjectile function, you want to insert one more parameter:
That should probably work.Code:Projectile.NewProjectile(projectile.position.X + 1, projectile.position.Y, projectile.velocity.X * 1.25f, projectile.velocity.Y, mod.ProjectileType("DeathOrb"), 10, 0.5f, Main.player[Main.myPlayer]);
Woops my bad, that is indeed the correct way.That exact code didn't work, but if you take away the Main.player before the square brackets, it works. Thanks so much!