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Custom item doesn't drop correctly?


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Hi, I was moving all my items over to my DST version of my mod when I came across this issue. When I drop an item in a cave-less world, the item's dropping animation plays just fine. But when I drop the item in a world with caves, it flies from off screen instead of dropping off my character? example.gif.2631aa22ade8f8fd82c9488c0a84e2b8.gif

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local assets=

    Asset("ANIM", "anim/wakes_spear.zip"),
    Asset("ANIM", "anim/wakes_spear_swap.zip"), 
    Asset("ATLAS", "images/inventoryimages/wakes_spear.xml"),
    Asset("IMAGE", "images/inventoryimages/wakes_spear.tex"),
}

local prefabs = 
{
}

 local function OnEquip(inst, owner) 
        owner.AnimState:OverrideSymbol("swap_object", "wakes_spear_swap", "wakes_spear")
        owner.AnimState:Show("ARM_carry") 
        owner.AnimState:Hide("ARM_normal") 
end

local function OnUnequip(inst, owner) 
        owner.AnimState:Hide("ARM_carry") 
        owner.AnimState:Show("ARM_normal") 
end    

local function fn(sim)
    local inst = CreateEntity()
    
    inst.entity:AddTransform()
    inst.entity:AddAnimState()
    inst.entity:AddNetwork()

    inst.AnimState:SetBank("wakes_spear")
    inst.AnimState:SetBuild("wakes_spear")
    inst.AnimState:PlayAnimation("idle")
    

    inst:AddTag("sharp")
    inst:AddTag("weapon")
    
    MakeInventoryFloatable(inst, "med", 0.05, {1.1, 0.5, 1.1}, true, -9)
    
    inst.entity:SetPristine()

    if not TheWorld.ismastersim then
        return inst
    end
    
    inst:AddComponent("weapon")
    inst.components.weapon:SetDamage(TUNING.SPEAR_DAMAGE*1.25)
    
    inst:AddComponent("finiteuses")
    inst.components.finiteuses:SetMaxUses(TUNING.SPEAR_USES*1.35)
    inst.components.finiteuses:SetUses(TUNING.SPEAR_USES*1.35)
    
    inst:AddComponent("waterproofer")
    inst.components.waterproofer.effectiveness = 0

    inst:AddComponent("inspectable")

    inst:AddComponent("inventoryitem")
    inst.components.inventoryitem.imagename = "wakes_spear"
    inst.components.inventoryitem.atlasname = "images/inventoryimages/wakes_spear.xml"
    
    inst:AddComponent("equippable")
    inst.components.equippable:SetOnEquip( OnEquip )
    inst.components.equippable:SetOnUnequip( OnUnequip )

    MakeHauntableLaunch(inst)
    
    return inst
end

return  Prefab("common/inventory/wakes_spear", fn, assets, prefabs)

There's the code

MakeInventoryPhysics(inst)! That's what I was missing. I must've took it out.

Now to figure out how to make them float in Return of Them. 

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