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Hello.

I was about to create my 2nd mod that adds a character from brawl stars, but have faced a problem. My swap item (named mrbat) is invisible. It works properly as a weapon and droped texture works as well. I used Hambat CODE for this but modified it. Both anim zip files created with png and scml, so I'm certain that the problem isn't about names (but mb).

Also I found out that compilater works pretty weird. To create an zip files for anim foulder it requires: png and scml in both foulders (exported and anim) but takes scml's only from exported...

BTW I will be very thankful if someone will help me with that issue

NEVERMIND. I was manage to do that myself. Now it's working perfectly. Cya

Bibi.7z

Edited by Invarkul

It should not require scmls and PNGs to be placed in the anim folder. That will create a duplicate and non-working zip file in the anim folder. If you completely delete your anim folder, the DS Mod Tools' Auto Compiler should automatically create the folder and add the correctly compiled zips to it, assuming that the scml's and PNGs are made correctly and have the correct folder/file structure.

Oh, you fixed it. Awesome :)

On 03.10.2019 at 1:39 AM, Ultroman said:

It should not require scmls and PNGs to be placed in the anim folder. That will create a duplicate and non-working zip file in the anim folder. If you completely delete your anim folder, the DS Mod Tools' Auto Compiler should automatically create the folder and add the correctly compiled zips to it, assuming that the scml's and PNGs are made correctly and have the correct folder/file structure.

Oh, you fixed it. Awesome :)

I'm sorry if asking this here is inappropriate but I saw you helped so much people so I think it will be peace of cake.

Recently I created my second mod and everything appear to be working, but I found out that my function that makes my item unpickable for other characters crushing my game while putted into chest or at the fight agains toadstool.

Here is the function

Quote

inst.components.inventoryitem.onputininventoryfn = function(inst, player)
    if player.prefab ~= "bibi" then   
    inst:DoTaskInTime(0.01, function()       
    player.components.inventory:DropItem(inst)        
    player.components.talker:Say("I don't want to cut of my toes with it!") 
end)    
            
    end
end

or whole weapon prefab.

I will be greatful if you help me with that

mrdevil.lua

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