Scrumch Posted August 23, 2019 Share Posted August 23, 2019 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? Link to comment Share on other sites More sharing options...
Ultroman Posted August 23, 2019 Share Posted August 23, 2019 It flies to 0,0,0. Do you have any custom ondropped code? Please attach your entire prefab lua file to a reply here. You might just be missing an AddNetwork() call for your item. Link to comment Share on other sites More sharing options...
Scrumch Posted August 23, 2019 Author Share Posted August 23, 2019 Quote 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. Link to comment Share on other sites More sharing options...
Ultroman Posted August 23, 2019 Share Posted August 23, 2019 I would have guessed that's what MakeInventoryFloatable does? Link to comment Share on other sites More sharing options...
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