If you could give us some details on what's going wrong: of course.Can anyone help me on installation please?
If you could give us some details on what's going wrong: of course.Can anyone help me on installation please?
Doesn't workJust a quick question to confirm my assumption:
A method when placing a tile is absent, right? I want to use the coordinates of the newly placed tile, so if my assumption is correct, I'm guessing I'll have to do the tile placement manually and go from there?
You could try something like the following:
Code:public override bool PreUpdate() { projectile.rotation += 0.1F * projectile.direction; return false; }
Could you tell me what doesn't work? Are you getting an error or...?Doesn't work
I should have known...Add
projectile.rotation += 0.1f;
To Your AI() Method
I really, really want to know this. I even tried messing with Main.playerDrawData and no luck.So I suppose the real question here is: is it possible to change the color of an armor piece without changing the color of nearby accessories? It feels like it should, since the game already seems to do that with dressers.
Check the documentation for GlobalItem.I should have known...
[doublepost=1465737970,1465737795][/doublepost]Is there way to change properties of existing item?
Sorry bout that but I can't seem to find any tutorial on installing the tModLoader for GOG version in youtube.where are enough tutorials on youtube for these
I only remember that Bluemagic postet an Mini-Tutorial in the threadSo I downloaded the GOG Windows version of the tModLoader. It contains this files.View attachment 117367
I don't know how to install it. I tried following the README.txt instructions but whenever I try to run terraria, it doesn't start and shows this.
View attachment 117368
I have downloaded the GOG 1.3.1 version of terraria previously. I wanted to install the Thorium mod but it requires the tModLoader first. Any advice? Thanks.
[doublepost=1465738376,1465738148][/doublepost]
Sorry bout that but I can't seem to find any tutorial on installing the tModLoader for GOG version in youtube.
Programming AI requires an in-depth understanding of (in this case) C#.Can someone explain the custom boss AI.
Link some tutorial of send some example with explained what do all things or some help because i need ai that fallow the player from the sky and shoot to him and some times charge him like queen bee but if I use ai style queen bee he shoot with bees en some green things.
So I downloaded the GOG Windows version of the tModLoader. It contains this files.View attachment 117367
I don't know how to install it. I tried following the README.txt instructions but whenever I try to run terraria, it doesn't start and shows this.
View attachment 117368
I have downloaded the GOG 1.3.1 version of terraria previously. I wanted to install the Thorium mod but it requires the tModLoader first. Any advice? Thanks.
[doublepost=1465738376,1465738148][/doublepost]
Sorry bout that but I can't seem to find any tutorial on installing the tModLoader for GOG version in youtube.
The GOG version for Windows has now been released for v0.8.1.2! Huge thanks to @Jeckel for making the GOG version possible!
In order to make sure only people who have purchased Terraria can play tModLoader, the installation process for the GOG version is the same as when tModLoader was first released. You will need to put your exe files in a Vanilla folder, then run the Patch.bat file in order to create your tModLoader exe files.
I dont know what to do too,sry thats was the only thing i foundIt still won't work. I tried redownloading the tModLoader but got the same results. It produces a terraria.exe and a tModLoaderServer.exe but still says its not a valid win32 application.
You could try checking if ai[0] is 1 and then multiplying it' velocity by something bigger than 1.
public override void AI()
{
if (projectile.ai[0] == 1)
{
projectile.velocity *= 2;
}
}
Is that currently all the code in your AI function?this makes the boomerang just not come back... what am I doing wrong?Code:public override void AI() { if (projectile.ai[0] == 1) { projectile.velocity *= 2; } }
help pls
Hey man! Texture name of this object is: Images/Acc_HandsOn_12
Hey man! Texture name of this object is: Images/Wings_26
Hey man! Texture name of this object is: Images/Player_4_3
Hey man! Texture name of this object is: Images/Player_4_10
Hey man! Texture name of this object is: Images/Armor_Legs_6
Hey man! Texture name of this object is: Images/Acc_Shoes_9
Hey man! Texture name of this object is:
Hey man! Texture name of this object is: Images/Acc_HandsOff_7
Hey man! Texture name of this object is: Images/Acc_Neck_3
Hey man! Texture name of this object is: Images/Player_0_0
Hey man! Texture name of this object is: Images/Player_0_1
Hey man! Texture name of this object is: Images/Player_0_2
Hey man! Texture name of this object is: Images/Armor_Head_4
Hey man! Texture name of this object is: Images/Acc_Shield_4
Hey man! Texture name of this object is:
Hmm, that's strange, since I can see how modded texture names should show up.I made a little code that makes the armor piece log all the texture names in Main.playerDrawData. What I've noticed is that my custom armor's texture is not showing up; instead, the texture name is null. In contrast, vanilla armor and accessories have an associated texture name in Main.playerDrawData.texture.Name.
Piece of the log which shows what I mean:
See those two blank spots? That's where my armor piece is likely *supposed* to be (arms texture and body texture), but it isn't. Somehow, it's still being rendered on the player, though.Code:Hey man! Texture name of this object is: Images/Acc_HandsOn_12 Hey man! Texture name of this object is: Images/Wings_26 Hey man! Texture name of this object is: Images/Player_4_3 Hey man! Texture name of this object is: Images/Player_4_10 Hey man! Texture name of this object is: Images/Armor_Legs_6 Hey man! Texture name of this object is: Images/Acc_Shoes_9 Hey man! Texture name of this object is: Hey man! Texture name of this object is: Images/Acc_HandsOff_7 Hey man! Texture name of this object is: Images/Acc_Neck_3 Hey man! Texture name of this object is: Images/Player_0_0 Hey man! Texture name of this object is: Images/Player_0_1 Hey man! Texture name of this object is: Images/Player_0_2 Hey man! Texture name of this object is: Images/Armor_Head_4 Hey man! Texture name of this object is: Images/Acc_Shield_4 Hey man! Texture name of this object is:
The big issue with this is that because the texture name isn't where it's supposed to be, you're effectively unable to do any complicated screwing around with how that layer is drawn.
This same issue occurs when equipping armor and accessories from other mods as well.
Main.itemTexture[player.head].Name
Hm, that's probably because textures from mods are created from streams, since they can't be loaded in by the content manager. I suppose in the next update I could try to manually assign their Name property. In the meantime you could check for reference equality with mod.GetTexture.I made a little code that makes the armor piece log all the texture names in Main.playerDrawData. What I've noticed is that my custom armor's texture is not showing up; instead, the texture name is null. In contrast, vanilla armor and accessories have an associated texture name in Main.playerDrawData.texture.Name.
Piece of the log which shows what I mean:
See those two blank spots? That's where my armor piece is likely *supposed* to be (arms texture and body texture), but it isn't. Somehow, it's still being rendered on the player, though.Code:Hey man! Texture name of this object is: Images/Acc_HandsOn_12 Hey man! Texture name of this object is: Images/Wings_26 Hey man! Texture name of this object is: Images/Player_4_3 Hey man! Texture name of this object is: Images/Player_4_10 Hey man! Texture name of this object is: Images/Armor_Legs_6 Hey man! Texture name of this object is: Images/Acc_Shoes_9 Hey man! Texture name of this object is: Hey man! Texture name of this object is: Images/Acc_HandsOff_7 Hey man! Texture name of this object is: Images/Acc_Neck_3 Hey man! Texture name of this object is: Images/Player_0_0 Hey man! Texture name of this object is: Images/Player_0_1 Hey man! Texture name of this object is: Images/Player_0_2 Hey man! Texture name of this object is: Images/Armor_Head_4 Hey man! Texture name of this object is: Images/Acc_Shield_4 Hey man! Texture name of this object is:
The big issue with this is that because the texture name isn't where it's supposed to be, you're effectively unable to do any complicated screwing around with how that layer is drawn.
This same issue occurs when equipping armor and accessories from other mods as well.
I'm getting confused here. How am I supposed to compare a Terraria.DataStructures.DrawData.texture object with a mod.GetTexture object? I'm trying to find armor textures, so would I be using mod.GetEquipTexture instead? How would this account for multiple textures e.g. arms?Hm, that's probably because textures from mods are created from streams, since they can't be loaded in by the content manager. I suppose in the next update I could try to manually assign their Name property. In the meantime you could check for reference equality with mod.GetTexture.