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Alright, changes from this version to the previous version

the crash when swimming is fixed, and one should also rotate in a seat correctly again when a seat would rotate you

now, new features!

mcontroller.scale() returns the entity's current scale
and mcontroller.setScale() sets the current scale of the entity

these are added to the lua callbacks for every entity that uses mcontroller, so both actors such as players NPCs and monsters, as well as projectiles and vehicles! it should be scaling hitboxes, damage boxes, everything handled engine side, as well as scaling the animator for said entity for the correct visuals

this also handles some engine side things on the humanoids so weapon firing positions should be scaling correctly as well

and projectiles spawned by a scaled entity should be inheriting that entity's scale as well, so bullets and attacks from a scaled humanoid should look correct

however there is a caveat to all this, many things handling where a monster or vehicle would be firing projectiles from is handled on the lua side, and therefore, their scripts would need to be modified to account for scaling the positions, fun fact about this, is it was technically already an issue with the game, monsters could be scaled before, however they did it in a, not great way, and had no way to change their scale after they spawned, they only scaled the collision box and animator size, they weren't scaling anything else so things would get wonky with damage polygons and etc if they were complex, I replaced that code that they were using to scale monsters when I made it part of the mcontroller for everything, which would fix the non scaled damage polygons, however, this still means scaled monsters and vehicles will fire the projectiles from the wrong spot as that's handled in lua, and I'm not sure theres a universal script solution that can just be loaded on all monsters to fix this for every unique monster script, but it's a minor issue in the grand scheme so, I don't really care, might try and fix in the future but it doesn't bother me much, they'll at least be firing larger/smaller projectiles to match their size at the very least


but yeah! the size ray should now work on, any NPC or Player or Monster, as long as they're having the message handler for it loaded. In this version I forgot to re-implement the limits on scale to prevent a player going larger or smaller than they like so do be aware of that, though the size ray itself does only have a few set values it can do currently so it's not going to be too crazy


Another thing that's less interesting to the non modder people, I went and just, gave scripts running on an entity access to every table that entity should have access to so like, a status effect on a player has access to the player table and one on an npc has access to npc, like, I feel like this isn't a huge step past the fact that, items already had access to the player table when on players, but for some reason not the npc table when on npcs? anyway, items on npcs have access to npc now as an example, techs and status effects and whatever should all have the tables of their parent entity as they should

I feel like, that might be a can of worms as there had to have been a reason they *didn't* do that, because if it ends up causing issues I'll understand and revert that, but if not, then its a case of "why did they do it like this" "why did they cause us this pain of having to spam the server with entity messages before"

anyway, for people who are testing this, if you find something odd make sure to bug report it! especially with scaling, if you find something that seems off about it, do /debug as that should enable the debug view where one can see entity hitboxes, try to get a screenshot of whatever isn't getting scaled correctly with that view on

Anyway, with this all seemingly relatively stable, next week I'm going to be starting work on re-implementing the vore animations on the humanoids

like the performance is going to be night and day without having to use the damn status effect

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