TerriFried Posted December 9, 2019 Share Posted December 9, 2019 My ghost isn't showing, and IDK why local MakePlayerCharacter = require "prefabs/player_common" local assets = { Asset("SCRIPT", "scripts/prefabs/player_common.lua"), Asset( "ANIM", "anim/lucky_avocado_beard.zip" ), Asset( "ANIM", "anim/ghost_lucky_avocado_build.zip" ) } local prefabs ={ "beardhair",} -- Custom starting inventory local start_inv = { } -- When the character is revived from human local function onbecamehuman(inst) -- Set speed when not a ghost (optional) inst.components.locomotor:SetExternalSpeedMultiplier(inst, "lucky_avocado_speed_mod", 1) end local function onbecameghost(inst) -- Remove speed modifier when becoming a ghost inst.components.locomotor:RemoveExternalSpeedMultiplier(inst, "lucky_avocado_speed_mod") end -- When loading or spawning the character local function onload(inst) inst:ListenForEvent("ms_respawnedfromghost", onbecamehuman) inst:ListenForEvent("ms_becameghost", onbecameghost) if inst:HasTag("playerghost") then onbecameghost(inst) else onbecamehuman(inst) end end -- This initializes for both the server and client. Tags can be added here. local common_postinit = function(inst) -- Minimap icon inst.MiniMapEntity:SetIcon( "lucky_avocado.tex" ) inst:AddTag("monster") end local function OnResetBeard(inst) inst.AnimState:ClearOverrideSymbol("beard")end --tune the beard economy... local BEARD_DAYS = { 1, 3, 9 } local BEARD_BITS = { 1, 3, 9 } local function OnGrowShortBeard(inst) inst.AnimState:OverrideSymbol("beard", "lucky_avocado_beard", "beard_short") inst.components.beard.bits = BEARD_BITS[1]end local function OnGrowMediumBeard(inst) inst.AnimState:OverrideSymbol("beard", "lucky_avocado_beard", "beard_medium") inst.components.beard.bits = BEARD_BITS[2]end local function OnGrowLongBeard(inst) inst.AnimState:OverrideSymbol("beard", "lucky_avocado_beard", "beard_long") inst.components.beard.bits = BEARD_BITS[3]end -- This initializes for the server only. Components are added here. local master_postinit = function(inst) inst:AddComponent("beard") inst.components.beard.onreset = OnResetBeard inst.components.beard.prize = "beardhair" inst.components.beard:AddCallback(BEARD_DAYS[1], OnGrowShortBeard) inst.components.beard:AddCallback(BEARD_DAYS[2], OnGrowMediumBeard) inst.components.beard:AddCallback(BEARD_DAYS[3], OnGrowLongBeard) -- choose which sounds this character will play inst.soundsname = "willow" -- Uncomment if "wathgrithr"(Wigfrid) or "webber" voice is used --inst.talker_path_override = "dontstarve_DLC001/characters/" -- Stats inst.components.health:SetMaxHealth(200) inst.components.hunger:SetMax(125) inst.components.sanity:SetMax(175) --Insulation values for winter/summer. inst.components.temperature.inherentinsulation = -50 --Quicker Freezing inst.components.temperature.inherentsummerinsulation = 60 --Slower overheating -- Damage multiplier (optional) inst.components.combat.damagemultiplier = 1.25 -- Hunger rate (optional) inst.components.hunger.hungerrate = 0.75 * TUNING.WILSON_HUNGER_RATE inst.OnLoad = onload inst.OnNewSpawn = onload end return MakePlayerCharacter("lucky_avocado", prefabs, assets, common_postinit, master_postinit, start_inv) Link to comment Share on other sites More sharing options...
TerriFried Posted December 9, 2019 Author Share Posted December 9, 2019 here is some error logs if it helps [00:02:49]: Could not find anim [death] in bank [ghost] [00:02:49]: Could not find anim build FROMNUM [00:02:49]: Serializing user: session/5C9E393516ACACC0/A7IMAGGSU5MV/0000000005 [00:02:49]: SAVING Morgue 7 [00:02:49]: Start world reset countdown... 120 seconds... [00:03:03]: Could not find anim [idle_loop] in bank [ghost] [00:03:03]: Stop world reset countdown [00:03:06]: Serializing user: session/5C9E393516ACACC0/A7IMAGGSU5MV/0000000005 [00:03:21]: DoRestart: true Link to comment Share on other sites More sharing options...
TerriFried Posted December 10, 2019 Author Share Posted December 10, 2019 Is no one responding bc they don't know? Link to comment Share on other sites More sharing options...
NikMik Posted December 10, 2019 Share Posted December 10, 2019 Would you be able to send the mod over in a .zip file? I'd wanna cover all bases by giving the ghost's build itself a looksie, or any other issues and having the mod would help me test to make sure everything's working! Link to comment Share on other sites More sharing options...
TerriFried Posted December 11, 2019 Author Share Posted December 11, 2019 here lucky avocado.zip Link to comment Share on other sites More sharing options...
NikMik Posted December 12, 2019 Share Posted December 12, 2019 On 12/11/2019 at 11:13 AM, bullbro said: here lucky avocado.zip Sorry for the delay! Graphics card just got back from repairs so I had to make up for lost time playing games. It looks like the issue was with the unexported build...well...not wanting to export. I freshened it up by pasting your editted images over the template again and changing its name. That seems to have fixed the issue Another note: You hadn't set his tab to only be usable by him. All other characters can access his crafts LuckyGhost.zip Link to comment Share on other sites More sharing options...
TerriFried Posted December 12, 2019 Author Share Posted December 12, 2019 (edited) How can I? Edited December 13, 2019 by bullbro Link to comment Share on other sites More sharing options...
TerriFried Posted December 13, 2019 Author Share Posted December 13, 2019 Nevermind, figured it out Link to comment Share on other sites More sharing options...
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