Search found 5 matches

by BlackSalander
Wed Oct 26, 2016 6:43 pm
Forum: Already exists
Topic: Add "effects" to entity
Replies: 6
Views: 961

Re: Add "effects" to entity

How do I use that?
by BlackSalander
Tue Oct 25, 2016 11:19 pm
Forum: Already exists
Topic: Add "effects" to entity
Replies: 6
Views: 961

Re: Add "effects" to entity

aubergine18 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?
Thanks, I'll take a look at that
by BlackSalander
Tue Oct 25, 2016 4:55 pm
Forum: Already exists
Topic: Add "effects" to entity
Replies: 6
Views: 961

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 the ent...
by BlackSalander
Fri Oct 14, 2016 11:08 pm
Forum: News
Topic: Friday Facts #160 - Playtesting
Replies: 270
Views: 53801

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.
by BlackSalander
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: 667

[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.x -...

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