MOD works in unity, not stand alone

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BadLuckBurt
Posts: 948
Joined: Sun Nov 05, 2017 8:30 pm

Re: MOD works in unity, not stand alone

Post by BadLuckBurt »

I have no idea, you probably know more about player / enemy attack code than most other modders. I don't think anyone else has had the need so far to detect when the player is attacking but I could be wrong.
DFU on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt

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l3lessed
Posts: 1406
Joined: Mon Aug 12, 2019 4:32 pm
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Re: MOD works in unity, not stand alone

Post by l3lessed »

Thanks got it. Another nub mistake; I wasn't setting up the proper instance reference for the fpsweapon script. I ended up accessing the fpsweapon through the weaponmanager script instance.

This allowed me to pull the vars and triggers I needed to ensure dodging and attacking don't inject bugs into each others scripts.

One thing, there is currently no way to change the isAttacking var, which is good. Instead, you should change weapon states to idle, and this will false the player isAttack bool and reset all attack information.

I'll put up documentation on this area of scripting and modding in the near future. Have to fit it into everything else in my busy schedule.

Dodge mod is up and running. Will post some time today or tomorrow.
My Daggerfall Mod Github: l3lessed DFU Mod Github

My Beth Mods: l3lessed Nexus Page

Daggerfall Unity mods: Combat Overhaul Mod

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