are you using a macNow it says this: View attachment 179701
do as i sayNo, Windows. On a Dell PC.
[doublepost=1502381570,1502381546][/doublepost]Same notice pops up, just finished booting it up to that point.
yes basiclySo I delete all the files and reinstall them via the integrity verification?
[doublepost=1502382066,1502382028][/doublepost]I have installed the windows addition.
Also, I can't find this default Terraria.exe.do as i say
1. reinstall your terraria files
2. once installed rename the default terraria.exe in the terraria files to somthing lile ???
3. transfer all the tmod files inside the .zim into the terraria files
4. start terraria up once its done
[doublepost=1502381931][/doublepost]also download the windows version
https://forums.terraria.org/index.php?threads/1-3-tmodloader-a-modding-api.23726/
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Terraria;
using Terraria.ModLoader;
namespace LegendOfMutater.Projectiles.Spear
{
public class PermafrostProj : ModProjectile
{
public override void SetDefaults()
{
projectile.width = 60;
projectile.height = 60;
projectile.aiStyle = 19;
projectile.friendly = true;
projectile.tileCollide = false;
projectile.melee = true;
projectile.penetrate = -1;
projectile.ownerHitCheck = true;
projectile.hide = true;
}
public float movementFactor
{
get { return projectile.ai[0]; }
set { projectile.ai[0] = 10; }
}
public override void AI()
{
Player projOwner = Main.player[projectile.owner];
Vector2 ownerMountedCenter = projOwner.RotatedRelativePoint(projOwner.MountedCenter, true);
projectile.direction = projOwner.direction;
projOwner.heldProj = projectile.whoAmI;
projOwner.itemTime = projOwner.itemAnimation;
projectile.position.X = ownerMountedCenter.X - (float)(projectile.width / 2);
projectile.position.Y = ownerMountedCenter.Y - (float)(projectile.height / 2);
if (!projOwner.frozen)
{
if (movementFactor == 0f)
{
movementFactor = 3f;
projectile.netUpdate = true;
}
if (projOwner.itemAnimation < projOwner.itemAnimationMax / 3)
{
movementFactor -= 2.4f;
}
else
{
movementFactor += 2.1f;
}
}
projectile.position += projectile.velocity * movementFactor;
if (projOwner.itemAnimation == 0)
{
projectile.Kill();
}
projectile.rotation = (float)Math.Atan2((double)projectile.velocity.Y, (double)projectile.velocity.X) + MathHelper.ToRadians(135f);
if (projectile.spriteDirection == -1)
{
projectile.rotation -= MathHelper.ToRadians(90f);
}
}
}
}
I'm afraid I don't have the vanilla spear AI at hand right now, but I do think I can help you here.I need help: I have a spear, that whenever I use it, the projectile stays in place, but the rotation and everything else is correct.
Does anyone else know what I am doing wrong?
It would also help if I could just have the spear projectile's code.
Thank you in advance!
Code:using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Terraria; using Terraria.ModLoader; namespace LegendOfMutater.Projectiles.Spear { public class PermafrostProj : ModProjectile { public override void SetDefaults() { projectile.width = 60; projectile.height = 60; projectile.aiStyle = 19; projectile.friendly = true; projectile.tileCollide = false; projectile.melee = true; projectile.penetrate = -1; projectile.ownerHitCheck = true; projectile.hide = true; } public float movementFactor { get { return projectile.ai[0]; } set { projectile.ai[0] = 10; } } public override void AI() { Player projOwner = Main.player[projectile.owner]; Vector2 ownerMountedCenter = projOwner.RotatedRelativePoint(projOwner.MountedCenter, true); projectile.direction = projOwner.direction; projOwner.heldProj = projectile.whoAmI; projOwner.itemTime = projOwner.itemAnimation; projectile.position.X = ownerMountedCenter.X - (float)(projectile.width / 2); projectile.position.Y = ownerMountedCenter.Y - (float)(projectile.height / 2); if (!projOwner.frozen) { if (movementFactor == 0f) { movementFactor = 3f; projectile.netUpdate = true; } if (projOwner.itemAnimation < projOwner.itemAnimationMax / 3) { movementFactor -= 2.4f; } else { movementFactor += 2.1f; } } projectile.position += projectile.velocity * movementFactor; if (projOwner.itemAnimation == 0) { projectile.Kill(); } projectile.rotation = (float)Math.Atan2((double)projectile.velocity.Y, (double)projectile.velocity.X) + MathHelper.ToRadians(135f); if (projectile.spriteDirection == -1) { projectile.rotation -= MathHelper.ToRadians(90f); } } } }
projectile.position.X = ownerMountedCenter.X - (float)(projectile.width / 2);
projectile.position.Y = ownerMountedCenter.Y - (float)(projectile.height / 2);
if(projectile.ai[1] == 0)
{
projectile.position.X = ownerMountedCenter.X - (float)(projectile.width / 2);
projectile.position.Y = ownerMountedCenter.Y - (float)(projectile.height / 2);
projectile.ai[1] = 1;
}
You will probably want to remove the line where you assing item.toolTip and instead use the following functionality:I keep getting this error every time I start-up.
Field not found: 'Terraria.Item.toolTip'.
at ExampleMod.Items.BorealWoodFence.SetDefaults(Item item)
at Terraria.ModLoader.ItemLoader.SetDefaults(Item item, Boolean createModItem)
at Terraria.ModLoader.Mod.SetupContent()
at Terraria.ModLoader.ModLoader.do_Load(Object threadContext)
public override void SetStaticDefaults()
{
Tooltip.SetDefault("This is my item's tooltip.");
}
You have an outdated mod enabled, delete it.I keep getting this error every time I start-up.
Field not found: 'Terraria.Item.toolTip'.
at ExampleMod.Items.BorealWoodFence.SetDefaults(Item item)
at Terraria.ModLoader.ItemLoader.SetDefaults(Item item, Boolean createModItem)
at Terraria.ModLoader.Mod.SetupContent()
at Terraria.ModLoader.ModLoader.do_Load(Object threadContext)