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Member
Originally Posted by
User5981
Update :
- Fix for grotesque explosion ground timer decorator
Not sure what happened, but my grotesque explosion sound "Poof" went away. I see the explosions, but no sound. I had put this in ExplosiveMonsterPlugin.cs in default\monsters in the previous version:
Code:
GrotesqueDecorator.Paint(layer, monster, monster.FloorCoordinate, monster.SnoMonster.NameLocalized);
if (Hud.Sound.LastSpeak.TimerTest(5000))
Hud.Sound.Speak("poof");
I still have it there with no exceptions, but no sound. Any suggestions?
Noobz
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Active Member
Hud.TogglePlugin<ExplosiveMonsterPlugin>(false); // disables ExplosiveMonsterPlugin < is in danger plugin so that would never happen ^ you would have to add a new line after ln 1851 and place in if (Hud.Sound.LastSpeak.TimerTest(5000)) Hud.Sound.Speak("poof");
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Member
I did have it as false and changed to true. Don't understand the 1851 part. Not sure what to do with that. Could you be a little more clear. I looked for line # 1851 in DangerPlugin and did not see it
Noobz
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Active Member
[C#] resu w wh - Pastebin.com
ActorSnoEnum._x1_monsteraffix_teleportmines /*337109*/ added to it WHs.jpg
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Post Thanks / Like - 2 Thanks
RNN,
Razorfish (2 members gave Thanks to iThinkiWin for this useful post)
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Member
Very nice addition. I have been wanting wormhole for some time. Thank you. Still working on my poof. Might want to add a "Wormhole" sound to this. They are so annoying when you don't see them.
Noobz
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Legendary
Originally Posted by
iThinkiWin
Very good contribution, I thought it was not possible, maybe it was added in the latest versions of TH
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Member
How i disable the mesages to be careful?? Like when i pass at molten, or the life goes 70% -
U plugin is awesome but i want to change it and i didnt know, i aprecciate any help!! Ty
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Active Member
if (actor.SnoActor.Sno == ActorSnoEnum._monsteraffix_desecrator_damage_aoe /*84608*/ && actor.NormalizedXyDistanceToMe <= 8 && Desecrator && RunForYourLife
|| actor.SnoActor.Sno == ActorSnoEnum._x1_monsteraffix_thunderstorm_impact /*341512*/ && actor.NormalizedXyDistanceToMe <= 16 && Thunderstorm && RunForYourLife
|| actor.SnoActor.Sno == ActorSnoEnum._monsteraffix_plagued_endcloud /*108869*/ && actor.NormalizedXyDistanceToMe <= 12 && Plagued && RunForYourLife
|| actor.SnoActor.Sno == ActorSnoEnum._creepmobarm /*3865*/ && actor.NormalizedXyDistanceToMe <= 12 && Plagued && RunForYourLife
|| actor.SnoActor.Sno == ActorSnoEnum._monsteraffix_molten_trail /*95868*/ && actor.NormalizedXyDistanceToMe <= 5 && Molten && RunForYourLife
|| actor.SnoActor.Sno == ActorSnoEnum._gluttony_gascloud_proxy /*93837*/ && actor.NormalizedXyDistanceToMe <= 20 && GasCloud && RunForYourLife
|| actor.SnoActor.Sno >= ActorSnoEnum._fastmummy_a/*4104*/ && actor.SnoActor.Sno <= ActorSnoEnum._fastmummy_c/*4106*/ && actor.NormalizedXyDistanceToMe <= 5 && PoisonDeath && RunForYourLife) //|| actor.SnoActor.Sno == ActorSnoEnum._monsteraffix_molten_deathstart_proxy/*4803*/ && actor.NormalizedXyDistanceToMe <= 13f && MoltenExplosion) || actor.SnoActor.Sno == ActorSnoEnum._morluspellcaster_meteor_pending /*159369*/ && actor.NormalizedXyDistanceToMe <= 20 && MorluSpellcasterMeteorPending
{
MoveWarningDecorator.Paint(layer, actor, actor.FloorCoordinate, "Moveth!");
Danger = false;
}
else Danger = false;
}
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Member
They are false but stay displaying when i take soo much dmg, when i am close to die and things like that..
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Active Member
around line 438-440 if ((PrevHealth - Health) >= (Health / 10)) RunForYourLife = true; set this to false and the other one back to true as it doesn't effect the over all
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Active Member
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Active Member
Been awhile since ran into a dead forge
Code:
case "739.639, 1824.021, 0.0":
worldCoord1 = Hud.Window.CreateWorldCoordinate(703.058f, 1814.118f, 0.1f);
worldCoord2 = Hud.Window.CreateWorldCoordinate(703.696f, 1834.336f, 0.5f);
break;
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First Dev On The Internet
Originally Posted by
iThinkiWin
Been awhile since ran into a dead forge
Code:
case "739.639, 1824.021, 0.0":
worldCoord1 = Hud.Window.CreateWorldCoordinate(703.058f, 1814.118f, 0.1f);
worldCoord2 = Hud.Window.CreateWorldCoordinate(703.696f, 1834.336f, 0.5f);
break;
Updated with this, Thanks!
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Member
hey resu, could be possibe to add charge monsters to this plugin, (Great Horned Goliath, Horned Charger, Savage Beast, Skeletal Beast, Wooly Beast) and show some decorator when they are about to charge?
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Active Member
_beast_start_charge_02 Anim for Charging prep