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Custom armour invisible when dropped?


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I've added previous equip-able items using the hat template, and those worked out fine when I set the 'SetBank' command to the source animation. However when I tried to do this with the extracted log suit files, the item would still drop invisible. Have I scripted anything wrong here?

local assets=
{
	Asset("ANIM", "anim/wakes_armor.zip"),
	
	    
	Asset("ATLAS", "images/inventoryimages/wakes_armor.xml"),
    Asset("IMAGE", "images/inventoryimages/wakes_armor.tex"),
}

local function OnBlocked(owner) 
    owner.SoundEmitter:PlaySound("dontstarve/wilson/hit_armour") 
end

local function onequip(inst, owner) 
    owner.AnimState:OverrideSymbol("swap_body", "wakes_armor", "swap_body")
    inst:ListenForEvent("blocked", OnBlocked, owner)
end

local function onunequip(inst, owner) 
    owner.AnimState:ClearOverrideSymbol("swap_body")
    inst:RemoveEventCallback("blocked", OnBlocked, owner)
end

local function fn(Sim)
	local inst = CreateEntity()
	local trans = inst.entity:AddTransform()
	local anim = inst.entity:AddAnimState()
	MakeInventoryPhysics(inst)
	
    
    
    anim:SetBank("armor_wood")
    anim:SetBuild("wakes_armor")
    anim:PlayAnimation("anim")
    inst:AddTag("wood")
    inst:AddComponent("inspectable")
    inst:AddComponent("inventoryitem")
    inst.components.inventoryitem.foleysound = "dontstarve/movement/foley/logarmour"
	inst.components.inventoryitem.imagename = "wakes_armor"
    inst.components.inventoryitem.atlasname = "images/inventoryimages/wakes_armor.xml"
    
	inst:AddComponent("fuel")
    inst.components.fuel.fuelvalue = TUNING.LARGE_FUEL
    
    inst:AddComponent("armor")
    inst.components.armor:InitCondition(TUNING.ARMORWOOD*2, TUNING.ARMORWOOD_ABSORPTION)
	
	inst:AddComponent("waterproofer")
    inst.components.waterproofer.effectiveness = 0
    
    inst:AddComponent("equippable")
    inst.components.equippable.equipslot = EQUIPSLOTS.BODY
    
    inst.components.equippable:SetOnEquip( onequip )
    inst.components.equippable:SetOnUnequip( onunequip )
    
    return inst
end

return Prefab( "common/inventory/wakes_armor", fn, assets) 

 

image.thumb.png.1a63c74da83e30a3400b54ec5de7a53c.pngimage.thumb.png.95e9cf622c17a80d0b4835a4c7410c9e.png

And here's the sprite code:

<?xml version="1.0" encoding="UTF-8"?>
<spriter_data scml_version="1.0" generator="BrashMonkey Spriter" generator_version="b5">
	<folder id="0" name="logsuit_float">
		<file id="0" name="logsuit_float/logsuit_float-0.png" width="144" height="136" pivot_x="0.397392" pivot_y="0.15368" />
	</folder>
	<folder id="1" name="swap_body">
		<file id="0" name="swap_body/swap_body-0.png" width="92" height="128" pivot_x="0.480429" pivot_y="0.173441" />
		<file id="1" name="swap_body/swap_body-1.png" width="92" height="128" pivot_x="0.530973" pivot_y="0.171879" />
		<file id="2" name="swap_body/swap_body-2.png" width="92" height="128" pivot_x="0.478255" pivot_y="0.183793" />
		<file id="3" name="swap_body/swap_body-3.png" width="92" height="128" pivot_x="0.475538" pivot_y="0.173441" />
		<file id="4" name="swap_body/swap_body-4.png" width="88" height="128" pivot_x="0.479824" pivot_y="0.17559" />
		<file id="5" name="swap_body/swap_body-5.png" width="92" height="128" pivot_x="0.47119" pivot_y="0.168754" />
		<file id="6" name="swap_body/swap_body-6.png" width="100" height="116" pivot_x="0.526245" pivot_y="0.184918" />
		<file id="7" name="swap_body/swap_body-7.png" width="100" height="120" pivot_x="0.627745" pivot_y="0.184588" />
		<file id="8" name="swap_body/swap_body-8.png" width="100" height="116" pivot_x="0.482245" pivot_y="0.183194" />
		<file id="9" name="swap_body/swap_body-9.png" width="96" height="100" pivot_x="0.542182" pivot_y="0.04476" />
		<file id="10" name="swap_body/swap_body-10.png" width="72" height="104" pivot_x="1.0545" pivot_y="0.0101058" />
		<file id="11" name="swap_body/swap_body-13.png" width="172" height="156" pivot_x="0.468311" pivot_y="0.203689" />
	</folder>
	<entity id="0" name="armor_wood">
		<animation id="0" name="anim" length="34">
			<mainline>
				<key id="0" time="0">
					<object_ref id="0" name="swap_body" abs_x="0" abs_y="0" abs_pivot_x="0.468311" abs_pivot_y="0.203689" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="0" z_index="1" />
				</key>
				<key id="1" time="34">
					<object_ref id="0" name="swap_body" abs_x="0" abs_y="0" abs_pivot_x="0.468311" abs_pivot_y="0.203689" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="1" z_index="1" />
				</key>
			</mainline>
			<timeline id="0" name="swap_body">
				<key id="0" time="0" spin="1">
					<object folder="1" file="11" x="-0.449" y="0.299" scale_x="1" scale_y="1" angle="0" />
				</key>
				<key id="1" time="34" spin="1">
					<object folder="1" file="11" x="-0.449" y="0.299" scale_x="1" scale_y="1" angle="0" />
				</key>
			</timeline>
		</animation>
		<animation id="1" name="idle_water" length="1200">
			<mainline>
				<key id="0" time="0">
					<object_ref id="0" name="logsuit_float" abs_x="0" abs_y="0" abs_pivot_x="0.397392" abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="0" z_index="5" />
				</key>
				<key id="1" time="34">
					<object_ref id="0" name="logsuit_float" abs_x="0" abs_y="0" abs_pivot_x="0.397392" abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="1" z_index="5" />
				</key>
				<key id="2" time="67">
					<object_ref id="0" name="logsuit_float" abs_x="0" abs_y="0" abs_pivot_x="0.397392" abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="2" z_index="5" />
				</key>
				<key id="3" time="100">
					<object_ref id="0" name="logsuit_float" abs_x="0" abs_y="0" abs_pivot_x="0.397392" abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="3" z_index="5" />
				</key>
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					<object_ref id="0" name="logsuit_float" abs_x="0" abs_y="0" abs_pivot_x="0.397392" abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="4" z_index="5" />
				</key>
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					<object_ref id="0" name="logsuit_float" abs_x="0" abs_y="0" abs_pivot_x="0.397392" abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="5" z_index="5" />
				</key>
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					<object_ref id="0" name="logsuit_float" abs_x="0" abs_y="0" abs_pivot_x="0.397392" abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="6" z_index="5" />
				</key>
				<key id="7" time="234">
					<object_ref id="0" name="logsuit_float" abs_x="0" abs_y="0" abs_pivot_x="0.397392" abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="7" z_index="5" />
				</key>
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					<object_ref id="0" name="logsuit_float" abs_x="0" abs_y="0" abs_pivot_x="0.397392" abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="8" z_index="5" />
				</key>
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				</key>
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					<object_ref id="0" name="logsuit_float" abs_x="0" abs_y="0" abs_pivot_x="0.397392" abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="10" z_index="5" />
				</key>
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					<object_ref id="0" name="logsuit_float" abs_x="0" abs_y="0" abs_pivot_x="0.397392" abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="11" z_index="5" />
				</key>
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					<object_ref id="0" name="logsuit_float" abs_x="0" abs_y="0" abs_pivot_x="0.397392" abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="12" z_index="5" />
				</key>
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					<object_ref id="0" name="logsuit_float" abs_x="0" abs_y="0" abs_pivot_x="0.397392" abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="13" z_index="5" />
				</key>
				<key id="14" time="467">
					<object_ref id="0" name="logsuit_float" abs_x="0" abs_y="0" abs_pivot_x="0.397392" abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="14" z_index="5" />
				</key>
				<key id="15" time="500">
					<object_ref id="0" name="logsuit_float" abs_x="0" abs_y="0" abs_pivot_x="0.397392" abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="15" z_index="5" />
				</key>
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					<object_ref id="0" name="logsuit_float" abs_x="0" abs_y="0" abs_pivot_x="0.397392" abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="16" z_index="5" />
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					<object_ref id="0" name="logsuit_float" abs_x="0" abs_y="0" abs_pivot_x="0.397392" abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="17" z_index="5" />
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					<object_ref id="0" name="logsuit_float" abs_x="0" abs_y="0" abs_pivot_x="0.397392" abs_pivot_y="0.15368" abs_angle="0" abs_scale_x="1" abs_scale_y="1" abs_a="1" timeline="0" key="20" z_index="5" />
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				</key>
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			</mainline>
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	</entity>
</spriter_data>

Any help?

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What I'd do is go back to the latest backup where it was actually working, then change things one at a time to resolve bugs one at a time as they happen.  

If you don't have a backup, start over and just see if you can make a re-named logsuit, and go from there slowly.

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