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Huskappendage issue when trying to link back to human limb #15498

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Regalis11 opened this issue Jan 8, 2025 Discussed in #15382 · 1 comment
Open
2 tasks done

Huskappendage issue when trying to link back to human limb #15498

Regalis11 opened this issue Jan 8, 2025 Discussed in #15382 · 1 comment
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Bug Something isn't working Code Programming task Modding Modding-related feature request or issue, or a bug that only occurs with mods Ticket The issue has been converted into an issue report. Unstable Tickets that are included and being tested in the current Unstable build.

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@Regalis11
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Discussed in #15382

Originally posted by TheNinjaScout December 16, 2024

Disclaimers

  • I have searched the issue tracker to check if the issue has already been reported.
  • My issue happened while using mods.

What happened?

Trying to create a husk appendage that begins on one limb and ends connected to a different limb (instead of freely flailing around, such as the default husk appendage) does not work

Creating an appendage of this kind starting from the human ragdoll by overriding a human will work as expected, but when moving the new limbs and joints to a separate husk appendage and hooking it up to an affliction, the husk appendage will fail to work as expected

<?xml version="1.0" encoding="utf-8" ?>
<huskappendage>
  <limb Name="Limb 15" ID="15" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="10" Height="45" Width="0" Density="10" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="0,0" StepOffset="0,0" RefJoint="-1" MouthPos="0,0" EatTorque="50" EatImpulse="2" ConstantTorque="0" ConstantAngle="0" AttackForceMultiplier="1" MinSeveranceDamage="1" CanBeSeveredAlive="True" SeveredFadeOutTime="10" ApplyTailAngle="False" ApplySineMovement="False" SineFrequencyMultiplier="1" SineAmplitudeMultiplier="1" BlinkFrequency="0" BlinkDurationIn="0.2" BlinkDurationOut="0.5" BlinkHoldTime="0" BlinkRotationIn="0" BlinkRotationOut="45" BlinkForce="50" OnlyBlinkInWater="False" UseTextureOffsetForBlinking="False" BlinkTextureOffsetIn="0.5,0.5" BlinkTextureOffsetOut="0.5,0.5" BlinkTransitionIn="Linear" BlinkTransitionOut="Linear" HealthIndex="0" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
    <sprite SourceRect="333,-9,71,104" Origin="0.49624947,0.5" Depth="0" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
  </limb>
  <limb Name="Limb 16" ID="16" Type="None" SecondaryType="None" Notes="" Scale="1" Flip="True" MirrorVertically="False" MirrorHorizontally="False" Hide="False" SpriteOrientation="NaN" InheritLimbDepth="None" SteerForce="0" Radius="10" Height="45" Width="0" Density="10" IgnoreCollisions="False" AngularDamping="7" AttackPriority="1" PullPos="0,0" StepOffset="0,0" RefJoint="-1" MouthPos="0,0" EatTorque="50" EatImpulse="2" ConstantTorque="0" ConstantAngle="0" AttackForceMultiplier="1" MinSeveranceDamage="1" CanBeSeveredAlive="True" SeveredFadeOutTime="10" ApplyTailAngle="False" ApplySineMovement="False" SineFrequencyMultiplier="1" SineAmplitudeMultiplier="1" BlinkFrequency="0" BlinkDurationIn="0.2" BlinkDurationOut="0.5" BlinkHoldTime="0" BlinkRotationIn="0" BlinkRotationOut="45" BlinkForce="50" OnlyBlinkInWater="False" UseTextureOffsetForBlinking="False" BlinkTextureOffsetIn="0.5,0.5" BlinkTextureOffsetOut="0.5,0.5" BlinkTransitionIn="Linear" BlinkTransitionOut="Linear" HealthIndex="0" Friction="0.3" Restitution="0.05" CanEnterSubmarine="True" InheritHiding="None">
    <sprite SourceRect="333,-9,71,104" Origin="0.49624947,0.5" Depth="0" Texture="" IgnoreTint="False" Color="255,255,255,255" DeadColor="255,255,255,255" DeadColorTime="0" />
  </limb>

  <joint Name="Joint 0 - 15" Limb1="0" Limb2="15" Limb1Anchor="17.82595,14.021013" Limb2Anchor="-1.8434373,23.431856" CanBeSevered="True" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="False" UpperLimit="138" LowerLimit="88.00001" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
  <joint Name="Joint 15 - 16" Limb1="15" Limb2="16" Limb1Anchor="-0.5286616,-32.983395" Limb2Anchor="-2.6817255,24.597235" CanBeSevered="True" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="False" UpperLimit="99.99999" LowerLimit="73.00001" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
  <joint Name="Joint 14 - 16" Limb1="14" Limb2="16" Limb1Anchor="1.9566014,24.44476" Limb2Anchor="-1.0065949,-32.29871" CanBeSevered="True" SeveranceProbabilityModifier="0" BreakSound="gore" LimitEnabled="False" UpperLimit="0" LowerLimit="0" Stiffness="0.25" Scale="1" WeldJoint="False" ClockWiseRotation="False" />
</huskappendage>

Here's how this appendage looks when added directly to the human ragdoll's xml file:
https://youtu.be/ZiCHYFNRTnU

While if it's applied to the ragdoll by using a husk appendage:
https://youtu.be/mebbomFp4NA
(In this video I also test changing the last joint in the appendage to swap limb1 and limb2 to be 16 - 14 instead of 14 - 16 which results in something different happening but still not working as expected)

Test mod with test huskinfection affliction and overridden humanhusk to test said modded appendage

Reproduction steps

  1. Modify the human ragdoll to add new limbs that branch off from one of the human's limb and then end connecting back to a human limb
  2. Try to make this modification into a husk appendage that can be applied from an affliction after turning the human ragdoll back to normal
  3. Note how the appendage fails to work as it did when it was part of the human ragdoll

Bug prevalence

Happens every time I play

Single player or multiplayer?

Happens in both single player and multiplayer

-

No response

Version

v1.7.7.0 (Winter Update)

-

No response

Which operating system did you encounter this bug on?

Windows

Relevant error messages and crash reports

No response

@Regalis11 Regalis11 added Bug Something isn't working Code Programming task Modding Modding-related feature request or issue, or a bug that only occurs with mods Ticket The issue has been converted into an issue report. labels Jan 8, 2025
@Regalis11 Regalis11 self-assigned this Jan 8, 2025
@Regalis11
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@Regalis11 Regalis11 added the Unstable Tickets that are included and being tested in the current Unstable build. label Jan 16, 2025
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