item.useAnimation= 20 is the animation for using gunsitem.useAnimation = 20;
What this asking?
And if its asking what ammo to use, what number is gel?
Ok. Thanks.item.useAnimation= 20 is the animation for using guns
item.useAnimation= 20 is the animation for using guns
No, that is wrong. useAnimation is the number of frames that the use animation will take.Ok. Thanks.
I get this error when I try to build my mod:
And here is the code for the Dragon SlimeCode:c:\Users\Bryson\Documents\My Games\Terraria\ModLoader\Mod Sources\GunPulse\Items\DragonEgg.cs(32,13) : warning CS0162: Unreachable code detected c:\Users\Bryson\Documents\My Games\Terraria\ModLoader\Mod Sources\GunPulse\NPCs\Boss\DragonSlime.cs(71,40) : error CS0234: The type or namespace name 'NewProjectile' does not exist in the namespace 'GunPulse.Projectile' (are you missing an assembly reference?)
Whats wrong here?Code:using System; using System.IO; using Microsoft.Xna.Framework; using Terraria; using Terraria.Graphics.Effects; using Terraria.Graphics.Shaders; using Terraria.ID; using Terraria.ModLoader; namespace GunPulse.NPCs.Boss { public class DragonSlime : ModNPC { public override void SetDefaults() { npc.name = "Dragon Slime"; npc.displayName = "Dragon Slime"; npc.aiStyle = 3; npc.lifeMax = 5000; npc.damage = 60; npc.defense = 200; npc.knockBackResist = 0; npc.width = 162; npc.height = 126; animationType = NPCID.Zombie; Main.npcFrameCount[npc.type] = 3; npc.value = Item.buyPrice(0, 40, 75, 42); aiType = NPCID.Bunny; npc.npcSlots = 1f; npc.boss = true; npc.lavaImmune = true; npc.noGravity = false; npc.noTileCollide = false; npc.soundHit = 8; npc.soundKilled = 14; npc.netAlways = true; } public override void AutoloadHead(ref string headTexture, ref string bossHeadTexture) { bossHeadTexture = "GunPulse/NPCs/Boss/DragonSlime_Head_Boss"; } public override void BossLoot(ref string name, ref int potionType) { potionType = ItemID.GreaterHealingPotion; Item.NewItem((int)npc.position.X, (int)npc.position.Y, npc.width, npc.height, mod.ItemType("DragonBar"), 23); } public override void ScaleExpertStats(int numPlayers, float bossLifeScale) { npc.lifeMax += (int)(npc.lifeMax * 0.579f * bossLifeScale); npc.damage += (int)(npc.damage * 0.6f); } public override void AI() { npc.ai[0]++; Player P = Main.player[npc.target]; if (npc.target < 0 || npc.target == 255 || Main.player[npc.target].dead || !Main.player[npc.target].active) { npc.TargetClosest(true); } npc.netUpdate = true; npc.ai[1]++; if (npc.ai[1] >= 230) { float Speed = 20f; Vector2 vector8 = new Vector2(npc.position.X + (npc.width / 2), npc.position.Y + (npc.height / 2)); int damage = 10; int type = mod.ProjectileType("DragonSlimePro"); Main.PlaySound(23, (int)npc.position.X, (int)npc.position.Y, 17); float rotation = (float)Math.Atan2(vector8.Y - (P.position.Y + (P.height * 0.5f)), vector8.X - (P.position.X + (P.width * 0.5f))); int num54 = Projectile.NewProjectile(vector8.X, vector8.Y, (float)(Math.Cos(rotation) * Speed) * -1); npc.ai[1] = 0; } } } }
int Projectile.NewProjectile(float X, float Y, float SpeedX, float SpeedY, int Type, int Damage, float Knockback, [int Owner = 255], [float ai0 = 0], [float ai1 = 0])
Disregard, already sorted privately.Example gun is missing using terraria on top.
I had this problem when modding with tAPI, I tried switching animation types and different results happened, if tModLoader is similar, try switching animation styles?Can someone help me here please?
Is there something wrong with the sprite? The code? Both?
can anyone make a mod that adds console/mobile specific items/npcs/etc. to pc? that'd be awesome
can you add the same items with different sprites and names?No, that would be copyright infringement and against the modding rules.
can you add the same items with different sprites and names?
same functionality stats and recipeWell, if it is a different sprite and a different name, then it isn't the same item, so...
what are the type and style of chlorophyte bullets?As for a homing projectile, either you'll need to use the aiType and aiStyle of a projectile that already behaves the way you want, or if none do, write your own homing AI.
ID 207, aiStyle 1, its homing isnt in its ai style, but in the bullet itselfwhat are the type and style of chlorophyte bullets?
same functionality stats and recipe
what would I do, maybe try to find close enemies and then change the velocity to go towards that, but all those velocity, vector things don't make much sense to me, and I think I would have to use those to do thatID 207, aiStyle 1, its homing isnt in its ai style, but in the bullet itself
so, what are you trrying to do that you need a homing projctilewhat would I do, maybe try to find close enemies and then change the velocity to go towards that, but all those velocity, vector things don't make much sense to me, and I think I would have to use those to do that
someone pls help me
download tmodloader, then at the main menu hit mod browser, then type Tremor, then, hit download, go into mods(from main menu) and hit reloadHow do I download the Tremor mudpack