Jump to content

[Need Help]Prefab not spawn.


Thoong

Recommended Posts

i try to make it spawn a hound tooth but it doesn't.

 

here the script.

local assets={Asset("ANIM", "anim/shuriken.zip"),Asset("ANIM", "anim/swap_shuriken.zip"),    Asset("ATLAS", "images/inventoryimages/shuriken.xml"),    Asset("IMAGE", "images/inventoryimages/shuriken.tex"),}    local prefabs ={    "houndstooth",}local delchance = 0.5local dropchance = 0.5local function OnEquip(inst, owner)     owner.AnimState:OverrideSymbol("swap_object", "swap_shuriken", "swap_shuriken")    owner.AnimState:Hide("ARM_carry")     owner.AnimState:Show("ARM_normal") endlocal function OnDropped(inst)    inst.AnimState:PlayAnimation("ground")endlocal function OnUnequip(inst, owner)     owner.AnimState:Hide("ARM_carry")     owner.AnimState:Show("ARM_normal") endlocal function OnThrown(inst, owner, target)    if target ~= owner then        owner.SoundEmitter:PlaySound("dontstarve/wilson/boomerang_throw")    end    inst.AnimState:PlayAnimation("spin_loop", true)endlocal function OnHit(inst, owner, target)    local impactfx = SpawnPrefab("impact")    if impactfx then   local follower = impactfx.entity:AddFollower()   follower:FollowSymbol(target.GUID, target.components.combat.hiteffectsymbol, 0, 0, 0 )        impactfx:FacePoint(inst.Transform:GetWorldPosition())    end    if math.random() < delchance then        OnDropped(inst)    else        if math.random() < dropchance then            local dropdead = SpawnPrefab("houndstooth")            local pt = inst:GetPosition()            dropdead.Transform:SetPosition(pt.x, pt.y, pt.z)            inst:Remove()        end        inst:Remove()    endendlocal function fn(Sim)local inst = CreateEntity()local trans = inst .entity:AddTransform()local anim = inst.entity:AddAnimState()    MakeInventoryPhysics(inst)    RemovePhysicsColliders(inst)        anim:SetBank("shuriken")    anim:SetBuild("shuriken")    anim:PlayAnimation("ground")    anim:SetRayTestOnBB(true);        inst:AddTag("projectile")    inst:AddTag("thrown")        inst:AddComponent("weapon")    inst.components.weapon:SetDamage(50)    inst.components.weapon:SetRange(10, 15)    ------    inst:AddComponent("inspectable")        inst:AddComponent("projectile")    inst.components.projectile:SetSpeed(25)    inst.components.projectile:SetOnThrownFn(OnThrown)    inst.components.projectile:SetOnHitFn(OnHit)        inst:AddComponent("stackable")    inst:AddComponent("inventoryitem")    inst.components.inventoryitem.imagename = "shuriken"    inst.components.inventoryitem.atlasname = "images/inventoryimages/shuriken.xml"    inst.components.inventoryitem:SetOnDroppedFn(OnDropped)        inst:AddComponent("equippable")    inst.components.equippable:SetOnEquip(OnEquip)    inst.components.equippable:SetOnUnequip(OnUnequip)    inst.components.equippable.equipstack = true        return instendreturn Prefab( "common/inventory/shuriken", fn, assets) 

 

 

Thank you :3

Link to comment
Share on other sites

you have to set the tooths position to the shuriken, or where ever you want it spawn at.

dropdead.Transform:SetPosition()

I think you can comment the "if dropdead then" out, since it only runs when that variable is true anyways.

math.random() return something from 0 to 1 (excluding 1 itself). Thus the chance should be a decimal digit.

Link to comment
Share on other sites

you have to set the tooths position to the shuriken, or where ever you want it spawn at.

dropdead.Transform:SetPosition()

I think you can comment the "if dropdead then" out, since it only runs when that variable is true anyways.

math.random() return something from 0 to 1 (excluding 1 itself). Thus the chance should be a decimal digit.

 

Thank a lot m8, It help me a lot.

Link to comment
Share on other sites

oh gosh.

Mobbstar pls help me again.

 

The first "dropdead" spawned.

01_by_thoongyang-d8763hc.jpg

 

 

 

And when it spawn for the second it will stacked up and move to the last prefab

00_by_thoongyang-d8763h4.jpg

 

 

I don't even know how to fix this.

Please help me again :3

 

(It's there about DLC things?)

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...