Polariche Posted October 18, 2014 Share Posted October 18, 2014 When you make an equipable item, you are required to write something like this on prefab file:local function onequip(inst, owner) owner.AnimState:OverrideSymbol("swap_object", "swap_axe", "swap_axe") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") endWe have 'slots' for attaching things to the player model, such as 'swap_object' for handheld objects, 'swap_body' for cloths and armors, and... 'beard' for the well... beard, obviously. But where are these slots coming from? I've looked everywhere including anims and scripts. I even compiled .bin and .tex files into scml to check if they are there. No luck. Link to comment Share on other sites More sharing options...
Silentdarkness1 Posted October 18, 2014 Share Posted October 18, 2014 Perhaps it's hard-coded? Probably not what you want to hear, though... Link to comment Share on other sites More sharing options...
Mobbstar Posted October 18, 2014 Share Posted October 18, 2014 DeathDiscipline says [here], that you have to compile the thing with the Symbol to Override (hence OverrideSymbol). I never actually checked on whether or how that works, as I discovered fatal issues in what I was trying to do. Link to comment Share on other sites More sharing options...
Polariche Posted October 18, 2014 Author Share Posted October 18, 2014 Subdirectory name of your image file(s) = symbol name that will be assigned to them (counting from where your scml file resides, that is) That means you can/have to make a dummy placeholder image (it can be whatever, 1x1 transparent image), put it into the subdir of your spriter project that corresponds to the symbol name you wish to use, then drag it into the scene where you want it to show. You can use multiple ones, do image swapping animation whatever as if they were normal objects. Finally, when you do overridesymbol in code, with the actual build/image, it's almost the same as if you were to copy paste the directory from override build into your spriter build (almost because the symbol names can differ, so can file names and they would still match on frame to frame basis, and there are certain cases - e.g. simply having BUILD anim name that seem to be making it ignore filenames - that I don't get for the life of me) Uh oh. That doesn't sound good considering player model has TONS of animations... Link to comment Share on other sites More sharing options...
DeathDisciple Posted October 19, 2014 Share Posted October 19, 2014 Yeah, while it is possible to edit every single animation to reference your new symbol... I'd say it's definitely not viable. Link to comment Share on other sites More sharing options...
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