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My best guess is that it's some sort of compatibility issue, maybe try disabling mods one by one and see if anything helps? I know it's tedious but it's the only course of action I can think of...
but you're right i should prob increase the kb immunity
How far are you hitting these things? x3 was plenty fast enough from my testing
If this isn't fast enough you might as well just be respawning the dummies, or use dummies with KB immunity if you don't need knockback
3 isn't enough tbh
Done
Enjoy :)
if so that would be great
Fun fact: Almost all of my mods are actually many months old; I've only started publicly releasing as of the past month or so. This mod's original, private version - which featured the grounded and flying variants - actually pre-dates the Storm's Additions update that added Super Pain Dummies so we came up with the same idea entirely separately.
At any rate, I'll also note the dummies that take KB in this mod actually still have 40% KB resist (As opposed to 0% in your mod), and I have no intention of adding 'kill-able' dummies to this mod, so that should ensure your Super Pain Dummies have some exclusive stuff :)
There is only one mistake in your Description. My Mod isn't actually open-source, my code is just openly visible on Github which is not what being open-source means
If you're referring to the name of the dummies in the source-code (RoboDummyF and RoboDummyG), the chances of those being the same are astronomically low, and even if they are the same this mod and Fargo's have no references to each-other in their code (to my knowledge) so there shouldn't be any possibility for ambiguity issues.
If you're referring to the in-game name of the NPC, Robo-Dummy, I don't really see the problem and thus can't be bothered to change the name. Maybe there could be some initial confusion, but as soon as you look at the dummies themselves (or their spawn item) you'd be able to tell the difference.
In order to allow the defense toggle and KB toggle to co-exsist I was unable to use the Control-Alt input. Shift doesn't work either so I was forced to remove the quick-swap function and re-purpose Control for the KB toggle.
I also overhauled the decal coloring on the dummies; there are now 8 unique colors to correspond to the 8 different combos that can be achieved from mixing and matching dummy type, defense, and KB immunity.
Thanks for the suggestions @Sentour6 (And @Levuh!); I think this mod's functionality has reached its peak now thanks to these additions. On the contrary, even if I did want to add another toggle, there's not really any buttons left and 16 dummy combos sounds overwhelming tbh. Anyways, hope you enjoy!
As for UI, I'm not very experienced with that sort of stuff so I'd prefer to leave it alone since this mod is supposed to relatively simple.
At the moment I think the final result will be using Shift for KB toggle (If I can use Shift), or Control-Alt in the event that Shift doesn't work well.
If you also prefer, you could make an item that makes those stat changes via opening a UI with the stats and making the adjustments to them through the UI. I'm just giving you more ideas at this point.
However, you did just give me an idea; having the command input be two keys, I'll look into doing something like this:
Control: Quick-swap dummy type
Alt: Swap defense
Control + Alt: Swap KB resistance
Another alternative would simply be to remove the quick-swap function, since there's still the manual swapping ability tied to Shift-Clicking the dummy remote from the inventory.
I don't test knockback, but rather test DPS output for a long time with different weapons and having floating dummies move would be annoying for me. You could press SHIFT for knockback resistance toggling, or SHIFT for more options (SHIFT+CTRL would be backwards-swapping, SHIFT+ALT for lowering defense, etc.).
Alternatively, you could try to code in a tile that allows all non-npc objects and things to move through it and only npcs cannot pass the tile (which is very complex but I think you could do that maybe?).
As for the floating dummies, typically I don't have problems with them taking a little knockback unless I'm constantly attacking them for a very long time. I suppose I could increase their resistance (Value is currently 80% KB resisted), but I recall 90% being too much when trying to test knockback. Then again, knockback isn't something that people really test...
I'm kind of out of options for making KB resist a toggled thing, since I'm already using right-click to remove dummies, Control for quickly swapping types as you spwan dummies, and Alt for adding defense...