Eusong Posted May 18, 2019 Share Posted May 18, 2019 (edited) local weapon = inst.components.inventory:GetEquippedItem(GLOBAL.EQUIPSLOTS.HANDS) if weapon then inst.AnimState:OverrideSymbol("swap_object", "swap_"..weapon.prefab, "swap_"..weapon.prefab) else inst.AnimState:ClearSymbolExchanges() inst.AnimState:Hide("ARM_carry") end This causes any skins to be removed from the item and have it just show the basic item, also some items such as the hambat are completely invisible. I need it so that any skin(s) applied to the item will show up as well as items such as the hambat showing up too. Edited May 19, 2019 by Eusong Link to comment Share on other sites More sharing options...
Eusong Posted May 18, 2019 Author Share Posted May 18, 2019 (edited) I got the idea to put weapon.components.equippable.onequipfn BUT what about the client version of the stategraph? replica.equippable doesn't have the onequipfn as far as I can tell. The client version of the stategraph shown in master post: local weapon = inst.replica.inventory:GetEquippedItem(GLOBAL.EQUIPSLOTS.HANDS) if weapon then inst.AnimState:OverrideSymbol("swap_object", "swap_"..weapon.prefab, "swap_"..weapon.prefab) else inst.AnimState:ClearSymbolExchanges() inst.AnimState:Hide("ARM_carry") end EDIT: Turns out I don't need to change the client version of the stategraph except to remove that chunk of code. The master stategraph takes over. Edited May 19, 2019 by Eusong Link to comment Share on other sites More sharing options...
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