lua

  1. Greenie

    I am new to modding

    I am new to modding in sm64coopdx I want to make a double mid-air jump mod Can someone help me how to make a lua mod?
  2. Crimson ravioli

    Model not loading character select

    Please help me I'm scared and confused I just wanted to remove Wario's nose I tried changing the model in the character select template It was working when I had it in the dynos\packs Folder so I was trying to get it to work with character select I thought I could swap out the model and it would...
  3. Sonks

    how i disable the billboarding?

    Soooo im using the vanilla 96 DynOS and the trees for example look horrible cause they are still following the camera even they are 3D soooooo can someone give me a code for disable it? like no torso tilting for example
  4. Pixels.z64

    List of Sequences

    I need a list of the numbers for the sequences and what they are for. I don't know what these numbers go to: smlua_audio_utils_replace_sequence(37, 26, 75, "")
  5. SuperKirbylover

    Creating Pseudo-Poles/Ladders

    hey! so i'm working on a port of the ROBLOX classic map, crossroads. i'm turning it into an arena map, but i am running into issues. so, in a few places of the map, there are ladders. the player cannot climb them, since ladders don't really exist in mario 64. right now, the make-shift solution...
  6. SuperKirbylover

    (LUA) Character Select Version Identifier

    If you're like me, you may want to play the most up-to-date version of Character Select. This includes in-dev versions, however, detecting if you're above a specific version can be hard when it's labeled as 1.8.1 (In-Dev). That's why I whipped up this section of code, originally meant for my own...
  7. wibblus

    Sync issues with custom grabbable behavior

    has anyone created custom behaviours that use the grabbable interact type ? i've gotten everything to work, except the object drop and throw functions aren't being synced with other players (the object remains in the HELD_HELD state for all other players). from what i can tell reading through...
  8. Spring E. Thing

    Lua - Implement New Camera Cutscenes?

    TL;DR I want to add a cutscene int to my .lua that isn't present in vanilla SM64. After adding the cutscene, I want to start the cutscene from .lua, I want player input to still work during the cutscene, I want the cutscene to remain focused on some Object in the game world, and then I want the...
  9. Spring E. Thing

    Behaviours - INTERACT_COIN Hitbox Not Working?

    TL;DR I've done a lot of digging into how coins work in the SM64 Decomp source and largely deduced how the interaction between Mario and coins works. I've made a behaviour that sets a hitbox to replicate this, and I can prove the hitbox works already with obj_check_hitbox_overlap(), however for...
  10. Spring E. Thing

    Lua Moveset Edit - 1 Player Works Fine, More Than 1 Player Breaks Everything

    DOWNLOAD THE SOURCE FOR THIS POST HERE TL;DR My .lua moveset edit has wildly different behaviour between a server with only one player present and a server with multiple players present. I'm quite sure the reason is that I don't understand peer-to-peer network topology very well, but I need a...
  11. Spring E. Thing

    Lua Debug Methods - Visualize a vec3f?

    Hey guys, just wondering - are any debugging methods provided with the Co-Op DX .lua definitions beyond log_to_console()? In particular, I'd really like to visualize a vec3f in world space as though a line drawn to the screen, but I'm not finding any methods for this right now. Should a method...
  12. Spring E. Thing

    Lua Global Namespace Confusion - Why Does This Throw An Error?

    TL;DR Global functions in one sibling .lua file of main.lua work whereas global functions in a different sibling .lua file of main.lua outputs an error to the console about not existing. Why? I've got a directory of .lua files for my mod that so far has sibling files that look like this: In...
  13. Spring E. Thing

    Custom Meshes & Animations - Where To Start?

    In the same spirit as my earlier thread about Lua movesets (Custom Lua Moveset - Where To Start?), I'm looking for guidance on where to start with custom meshes and animations loaded through Lua. The difference between this thread and the last one is that, to my knowledge, the tools to write...
  14. Spring E. Thing

    network_send() - How does it work?

    local function checkSend(m) if(m.playerIndex == 0 and (m.controller.buttonPressed & A_BUTTON ~=0)) then network_send(true,{sig="testSig",msg="you have received my packet"}) end end local function checkReceive(packet) log_to_console("well SOMETHING was sent")...
  15. Spring E. Thing

    Lua - "attempt to call a nil value (global 'require')"?

    Hey guys, so I want to divide my Lua code up into multiple .lua files without polluting the global namespace. What seems like the best way to do this at least to me is a solution I found on StackOverflow: I've gone and done exactly this, all my .lua files side-by-side in one directory, and in...
  16. Spring E. Thing

    Custom Lua Moveset - Where To Start?

    Hey guys, I've been interested in doing some Lua for a custom moveset + character for months now. I've tried a few times, but every time I try and get a start I really stick with it for like a day or two but then just get so overwhelmed and fatigued. Normally in this situation I'd cling to...
  17. Yuyake "FunkyLion"

    Forced Characters v1.1

    Character Select MUST be disabled! THIS ONLY WORKS FOR NETWORK! This is a mod that forces all players to be as a character in order! Here is how the order starts: Mario Luigi Yellow Toad Blue Toad Wario Waluigi Toad (Original) Toad (Toadette) The rest are same order, just different colors...