LordNiggle Posted May 16, 2020 Share Posted May 16, 2020 I am making an oar, it's fully functional besides the fact that that swap_anim is invisible! The prefab itself is called "living_oar" (its an oar made out of a living log), the "atlas-0.tex" in the swap anim folder isnt invisible and build.bin is renamed to swap_living_oar (from the normal oar). I have tried the following: Putting the anim and swap anim in the modmain like this (nothing happened) Spoiler Assets = { Asset("IMAGE", "images/inventoryimages/living_oar.tex"), Asset("ATLAS", "images/inventoryimages/living_oar.xml"), Asset("ANIM", "anim/living_oar.zip"), Asset("SWAP_ANIM", "anim/swap_living_oar.zip"), } Changing the first spoiler to the second spoiler in living_oar.lua (nothing happened) Spoiler local function onequip(inst, equipper) equipper.AnimState:OverrideSymbol("swap_object", "swap_living_oar", "swap_living_oar") equipper.AnimState:Show("ARM_carry") equipper.AnimState:Hide("ARM_normal") end local function onunequip(inst, equipper) equipper.AnimState:Hide("ARM_carry") equipper.AnimState:Show("ARM_normal") end Spoiler local function onequip(inst, owner) local skin_build = inst:GetSkinBuild() if skin_build ~= nil then owner:PushEvent("equipskinneditem", inst:GetSkinName()) owner.AnimState:OverrideItemSkinSymbol("swap_object", skin_build, "swap_living_oar", inst.GUID, "swap_living_oar") else owner.AnimState:OverrideSymbol("swap_object", "swap_living_oar", "swap_living_oar") end 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") local skin_build = inst:GetSkinBuild() if skin_build ~= nil then owner:PushEvent("unequipskinneditem", inst:GetSkinName()) end end Changing said "swap_anim" in the directly above spoilered code (tested with the oar, spear, and moon cutter. Changed the living oar to look like the respectable item) Due to the circumstances and evidence, I believe that "swap_living_oar.zip" is not properly imported into living_oar.lua. I have optimized my mod as to only include the item if any of you would like to help me please. living_oar mod.zip Link to comment https://forums.kleientertainment.com/forums/topic/118299-anim-problem/ Share on other sites More sharing options...
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