Well, if it's a projectile you're talking about, they also have their own direction variable, so you could just do:Wanna create some kind of shuriken, I need to check for facing direction to change rotation?
searched for any player methods, but could not find one.
some kind of "player.direction" ?
projectile.rotation += 0.02F * projectile.direction;
At the moment you can't modify the hardmode generation yet. For world generation, you'll have to look into the source code, and use this as a reference: https://github.com/bluemagic123/tModLoader/wiki/Vanilla-World-Generation-StepsSince there has been a long time from last time I'd been always engaging with Terraria's mods, tModLoader has updated 2 versions.
So am I able to modify settings about Worldgen now? In particular it's that question I asked long long ago, when blue, your answer is you don't like to write a hook that severs too narrowly.
It's just - can I remove the dispersion of crimson or corrupt blocks? Or can I remove (better modify) the generation of the big "V" blocks when hardmode is activated?
I don't yet sure whether this has something to do with the Worldgen... I simply think it's about the world and I guess bla bla bla...
I'd recommend looking into the code for how those two bosses are spawned, and also for how the moons work (unfortunately I don't have time to offer any more help right now).So I have figured out how to summon every boss except the golem and fishron
Golem has too many parts xD
This is not seeming to work:
NPC.SpawnOnPlayer(player.whoAmI, NPCID.Golem);
NPC.SpawnOnPlayer(player.whoAmI, NPCID.DukeFishron);
If anyone could tell me what I'm doing wrong
Also is there any way to do something like summon both pumpkin and frost moons at once?
Just to make sure, you copied the tModLoader exe into the Terraria Steam folder where the vanilla exe is located, right?Just reinstalled Terraria after a long break from it. Tried to run a fresh tmodloader and I got this:
I can run Terraria fine, but tmodloader just crashes when trying to open
The bosses are still a mod-specific problem.Still cant summon bosses in multiplayer in Tremor Mod
If we ever find out what's causing the problems.Can you plz fix the sound engine for mac? It's differcult to play without sound you know.
Yup, the fault lies on their end.So i need to wait for the guy to fix it who is responsible for tremor mod?
This mod seems to let you hear them all in game interactively. http://forums.terraria.org/index.php?threads/dust-and-sound-catalogue-2.42370/it is possible to listen to all useSound sounds without testing them first?
Nope, this bug is also on their end.Okay so me and my cousin tried in multiplayer the new Tremor Mod so we summoned boss but the moment he took any dmg he dissapeared so i guess its not fixed yet becuz the one who is responsible for Tremor Mod fixed the bug where we couldnt summon bosses in multiplayer but now we can but they dissapear the moment they take any dmg so i guess its TModLoader fault?
There are still some hooks left for full biome implementation (background change and the sort), but for the Big Picture: yes.Are new biomes possible yet? Either entirely new mini biomes, or alternate main ones.
player.directionhow to check where the player is facing? In the right and left direction?
0.8 is the latest version. 0.7.1.1 is the old version. A whole lot changed with the file format for 0.8, so we didn't maintain backwards capability.Is 1.7.7 still the latest version, and if I get this other version will most mods who are for 7.1.1 be unavaible to me?