Search found 5 matches
- Wed Oct 26, 2016 6:43 pm
- Forum: Already exists
- Topic: Add "effects" to entity
- Replies: 6
- Views: 3416
Re: Add "effects" to entity
How do I use that?
- Tue Oct 25, 2016 11:19 pm
- Forum: Already exists
- Topic: Add "effects" to entity
- Replies: 6
- Views: 3416
Re: Add "effects" to entity
Thanks, I'll take a look at thataubergine18 wrote:You can see examples of stickers from vanilla game searching this dump of data.raw: https://raw.githubusercontent.com/auber ... r/data.raw
@Rseding91 do stickers of the same type stack?
- Tue Oct 25, 2016 4:55 pm
- Forum: Already exists
- Topic: Add "effects" to entity
- Replies: 6
- Views: 3416
Add "effects" to entity
This class would hold a list of the class "effect" with the following template
class Effect{
string EffectName; //The name of this effect
string Type; //Type of effect ( "Postive" | "Negative" | "Neutral" | "Both" | "None" )
float HealthBonusREL; //Relative health bonus (the bonus depends on ...
class Effect{
string EffectName; //The name of this effect
string Type; //Type of effect ( "Postive" | "Negative" | "Neutral" | "Both" | "None" )
float HealthBonusREL; //Relative health bonus (the bonus depends on ...
- Fri Oct 14, 2016 11:08 pm
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 137507
Re: Friday Facts #160 - Playtesting
That ideia someone posted on reddit about having fewer but stronger bitter attacks is a good idea. That way cleaning the bitters spawn would feel more like a challenge and less like a chore in late game.
- Tue Oct 04, 2016 8:14 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.14.x] Hard crash on "on_entity_died" event.
- Replies: 1
- Views: 2319
[Rseding91] [0.14.x] Hard crash on "on_entity_died" event.
The game hard crashes when I try to call "destroy()" inside "on_event_died" for the fire that killed the entity
I used this script that destroys any fire in an area around every entity killed
script.on_event(defines.events.on_entity_died, function(event)
local area_start = {event.entity.position ...
I used this script that destroys any fire in an area around every entity killed
script.on_event(defines.events.on_entity_died, function(event)
local area_start = {event.entity.position ...