Tosh Posted May 27, 2019 Share Posted May 27, 2019 (edited) So hopefully this should be straightforward. I've managed to add in a colourcube override which works for the server, but I can't figure out how to get it to trigger on the client side. I've tried a few things, but I'm at the limit of my skillset. Would anyone have any suggestions? local assets = { Asset("ANIM", "anim/gears_hat_goggles.zip"), Asset("IMAGE", "images/colour_cubes/beaver_vision_cc.tex"), } ----------------------------------------------------------------------- local GEARVISION_COLOURCUBES = { day = "images/colour_cubes/beaver_vision_cc.tex", dusk = "images/colour_cubes/beaver_vision_cc.tex", night = "images/colour_cubes/beaver_vision_cc.tex", full_moon = "images/colour_cubes/beaver_vision_cc.tex", } local function SetGearVision(inst, enable) if enable then inst.components.playervision:SetCustomCCTable(GEARVISION_COLOURCUBES) else inst.components.playervision:SetCustomCCTable(nil) end end ------------------------------------------------------------------------ local function generic_perish(inst) local fin = SpawnPrefab("ruins_battery") fin.Transform:SetPosition(inst.Transform:GetWorldPosition()) inst:Remove() end local function goggles_perish(inst) if inst.components.equippable ~= nil and inst.components.equippable:IsEquipped() then local owner = inst.components.inventoryitem ~= nil and inst.components.inventoryitem.owner or nil if owner ~= nil then goggles_turnoff(owner) end end inst:Remove() end local function ontakefuel(inst) inst.SoundEmitter:PlaySound("dontstarve/common/nightmareAddFuel") end local function fn() local function onequip(inst, owner) SetGearVision(owner, true) owner.AnimState:OverrideSymbol("swap_hat", "gears_hat_goggles", "swap_hat") owner.AnimState:Show("HAT") owner.AnimState:Show("HAT_HAIR") inst.components.fueled:StartConsuming() end local function onunequip(inst, owner) SetGearVision(owner, false) owner.AnimState:Hide("HAT") owner.AnimState:Hide("HAT_HAIR") if owner:HasTag("player") then owner.AnimState:Show("HEAD") owner.AnimState:Hide("HEAD_HAIR") end inst.components.fueled:StopConsuming() end local function goggles_onequip(inst, owner) SetGearVision(owner, true) onequip(inst, owner) owner.SoundEmitter:PlaySound("dontstarve_DLC001/common/moggles_on") end local function goggles_onunequip(inst, owner) SetGearVision(owner, false) onunequip(inst, owner) owner.SoundEmitter:PlaySound("dontstarve_DLC001/common/moggles_off") end local inst = CreateEntity() inst:AddTag("nightvision") inst:AddTag("goggles") inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddNetwork() MakeInventoryPhysics(inst) inst.AnimState:SetBank("gears_hat_goggles") inst.AnimState:SetBuild("gears_hat_goggles") inst.AnimState:PlayAnimation("idle") inst:AddTag("hat") if CurrentRelease.GreaterOrEqualTo("R08_ROT_TURNOFTIDES") then MakeInventoryFloatable(inst, "small", 0.2, 0.80) end inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst:AddComponent("inspectable") inst:AddComponent("inventoryitem") inst.components.inventoryitem.atlasname = "images/inventoryimages/gears_hat_goggles.xml" inst:AddComponent("tradable") inst:AddComponent("equippable") inst.components.equippable.equipslot = EQUIPSLOTS.HEAD inst.components.equippable:SetOnEquip(goggles_onequip) inst.components.equippable:SetOnUnequip(goggles_onunequip) inst:AddComponent("fueled") inst.components.fueled:InitializeFuelLevel(TUNING.TOTAL_DAY_TIME*.75) inst.components.fueled.accepting = true inst.components.fueled.fueltype = FUELTYPE.NIGHTMARE inst.components.fueled:SetDepletedFn(generic_perish) MakeHauntableLaunch(inst) return inst end STRINGS.NAMES.GEARS_HAT_GOGGLES = "Gear Goggles" STRINGS.RECIPE_DESC.GEARS_HAT_GOGGLES = "Light, fueled by darkness." STRINGS.CHARACTERS.GENERIC.DESCRIBE.GEARS_HAT_GOGGLES = "Fashion for the inventor." STRINGS.CHARACTERS.WILLOW.DESCRIBE.GEARS_HAT_GOGGLES = "I prefer fire for lighting in the dark." STRINGS.CHARACTERS.WOLFGANG.DESCRIBE.GEARS_HAT_GOGGLES = "Ha! Wolfgang no longer afraid of darkness!" STRINGS.CHARACTERS.WENDY.DESCRIBE.GEARS_HAT_GOGGLES = "How boring. Why bother seeing through the darkness?" STRINGS.CHARACTERS.WX78.DESCRIBE.GEARS_HAT_GOGGLES = "A TEMPORARY VISION UPGRADE" STRINGS.CHARACTERS.WICKERBOTTOM.DESCRIBE.GEARS_HAT_GOGGLES = "These goggles appear to be lost technology." STRINGS.CHARACTERS.WOODIE.DESCRIBE.GEARS_HAT_GOGGLES = "Fancy technological doodad." STRINGS.CHARACTERS.WAXWELL.DESCRIBE.GEARS_HAT_GOGGLES = "I forgot about these." STRINGS.CHARACTERS.WATHGRITHR.DESCRIBE.GEARS_HAT_GOGGLES = "The night no longer binds me." STRINGS.CHARACTERS.WEBBER.DESCRIBE.GEARS_HAT_GOGGLES = "Awesome!" STRINGS.CHARACTERS.WINONA.DESCRIBE.GEARS_HAT_GOGGLES = "Maybe I'll see Charlie" STRINGS.CHARACTERS.WORTOX.DESCRIBE.GEARS_HAT_GOGGLES = "Hyuyu! Is this cheating?" return Prefab( "common/inventory/gears_hat_goggles", fn, assets ) gear_hat_goggles_mod.zip Edited May 27, 2019 by Tosh Formatting, oh wow... Link to comment https://forums.kleientertainment.com/forums/topic/106804-help-properly-networking-a-colourcube-override/ Share on other sites More sharing options...
YakumoYukari Posted May 28, 2019 Share Posted May 28, 2019 (edited) You need to make a netvar to push the event in the client-side. Fortunately, many people have asked about a similar issue to you. Take a look at this code in here. You can ask for any explanations about it. Edited May 28, 2019 by YakumoYukari Link to comment https://forums.kleientertainment.com/forums/topic/106804-help-properly-networking-a-colourcube-override/#findComment-1201513 Share on other sites More sharing options...
Tosh Posted May 28, 2019 Author Share Posted May 28, 2019 Thank you! I’ll try playing around with it until I can get it to work. Link to comment https://forums.kleientertainment.com/forums/topic/106804-help-properly-networking-a-colourcube-override/#findComment-1201559 Share on other sites More sharing options...
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