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This is an example of a hat. This example requires the PC version of the 'Don't Starve Mod Tools'.

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Can you make an updated version of this that better allows for multiple hats to be added at once i.e. separate folders for each hat prefab?Or, could you clarify how to set up the anim for a  custom hat from scratch? 

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Can you make an updated version of this that better allows for multiple hats to be added at once i.e. separate folders for each hat prefab?Or, could you clarify how to set up the anim for a  custom hat from scratch? 

I'm thinking you just take this example, and swap your files with your stuff. I'm going to use the extended charecter template for reference and try it,

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To clarify, I can't just take this out of the box, rename the folder and scml files, and corrosponding script files for it to work can i?

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On 14.01.2018 at 11:59 PM, orlyx said:
On 14.01.2018 at 11:59 PM, orlyx said:

What i doing wrong? 

image.thumb.png.b287dc545e7726cbb9a5fe4fc7148a8c.png

hat2.rar

 

I have This problem too,  please explain to me how to fix it

unknown (6).png

unknown (5).png

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For anyone getting the "my face disappeared!" issue in DST:
go into hat > scripts > prefabs > hat_bee_bw and change all of this:

Spoiler

local function fn()

    local function OnEquip(inst, owner) 
        owner.AnimState:OverrideSymbol("swap_hat", "hat_bee_bw_swap", "swap_hat")
        owner.AnimState:Show("HAT")
        owner.AnimState:Show("HAT_HAIR")
        owner.AnimState:Hide("HAIR_NOHAT")
        owner.AnimState:Hide("HAIR")
        print('A')
        if owner:HasTag("player") then
            print('B')
            owner.AnimState:Hide("HEAD")
            owner.AnimState:Show("HEAD_HAIR")
        end
    end

    local function OnUnequip(inst, owner) 
        owner.AnimState:Hide("HAT")
        owner.AnimState:Hide("HAT_HAIR")
        owner.AnimState:Show("HAIR_NOHAT")
        owner.AnimState:Show("HAIR")

        if owner:HasTag("player") then
            owner.AnimState:Show("HEAD")
            owner.AnimState:Hide("HEAD_HAIR")
        end
    end

to this:

Spoiler

 local function OnEquip(inst, owner, symbol_override)
        local fname = "hat_bee_bw_swap" 
        local skin_build = inst:GetSkinBuild()
        if skin_build ~= nil then
            owner:PushEvent("equipskinneditem", inst:GetSkinName())
            owner.AnimState:OverrideItemSkinSymbol("swap_hat", skin_build, symbol_override or "swap_hat", inst.GUID, fname)
        else
            owner.AnimState:OverrideSymbol("swap_hat", fname, symbol_override or "swap_hat")
        end
        owner.AnimState:Show("HAT")
        owner.AnimState:Show("HAIR_HAT")
        owner.AnimState:Hide("HAIR_NOHAT")
        owner.AnimState:Hide("HAIR")

        if owner:HasTag("player") then
            owner.AnimState:Hide("HEAD")
            owner.AnimState:Show("HEAD_HAT")
        end

        if inst.components.fueled ~= nil then
            inst.components.fueled:StartConsuming()
        end
    end

    local function OnUnequip(inst, owner)
        local skin_build = inst:GetSkinBuild()
        if skin_build ~= nil then
            owner:PushEvent("unequipskinneditem", inst:GetSkinName())
        end

        owner.AnimState:ClearOverrideSymbol("swap_hat")
        owner.AnimState:Hide("HAT")
        owner.AnimState:Hide("HAIR_HAT")
        owner.AnimState:Show("HAIR_NOHAT")
        owner.AnimState:Show("HAIR")

        if owner:HasTag("player") then
            owner.AnimState:Show("HEAD")
            owner.AnimState:Hide("HEAD_HAT")
        end
    end 

This fixed the problem for me.

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