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Help with Custom Weapon


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I want to make a weapon that is only usable by characters with certain tags (like how only Woody can pick up Lucy) and regains a "use" of durability after a certain amount of time. I'm sure I can do everything else on my own. I just need to figure those two things out.

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inst:ListenForEvent("onputininventory", function(inst, owner)
  inst:DoTaskInTime(0, function(inst, owner)
    if owner.components.inventory ~= nil and not owner:HasTag("The_Tag") then
      owner.components.inventory:DropItem(inst, true, true)
    end
  end, owner)
  if owner.components.talker then
    owner.components.talker:Say(GetActionFailString(owner, "PICKUP"))
  end
end)

Go crazy, also this code is from zarklard. Also if this crashed message me

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On 6/30/2020 at 3:13 PM, thomas4846 said:

inst:ListenForEvent("onputininventory", function(inst, owner)
  inst:DoTaskInTime(0, function(inst, owner)
    if owner.components.inventory ~= nil and not owner:HasTag("The_Tag") then
      owner.components.inventory:DropItem(inst, true, true)
    end
  end, owner)
  if owner.components.talker then
    owner.components.talker:Say(GetActionFailString(owner, "PICKUP"))
  end
end)

Go crazy, also this code is from zarklard. Also if this crashed message me

It didn't crash, but there's two hitches, one of which is my own fault.

Characters without the tag needed say they can't pick up the weapon and don't, but characters with the tag can pick it up, yet say they can't.

When the weapon runs out of uses and isn't told to remove itself, I thought it wouldn't be usable. I was wrong, the numbers dip into the negatives and I keep swinging it like nothing's wrong.

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inst:ListenForEvent("onputininventory", function(inst, owner)
  inst:DoTaskInTime(0, function(inst, owner)
    if owner.components.inventory ~= nil and not owner:HasTag("The_Tag") then
       owner.components.inventory:DropItem(inst, true, true)
       if owner.components.talker then
          owner.components.talker:Say(GetActionFailString(owner, "PICKUP"))--I'm not sure about them not saying it
           ---inst.component.talker:Say("i can't pick that up")
       end
    end
  end, owner)
end)

-----And for the finite uses
        inst:AddComponent("finiteuses")
        inst.components.finiteuses:SetOnFinished(inst.Remove)

 

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local function NoUse (inst)
   inst:RemoveComponent("equippable")
end

inst.components.finiteuses:SetOnFinished(NoUse)

 

maybe this then

or if something goes wrong use

local function onequip(inst, owner)
if inst:HasTag("no_uses") then
inst.components.equippable:Unequip(owner)
end
end

inst.components.finiteuses:SetOnFinished(inst:AddTag("no_uses"))

This is very basic sorry

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13 minutes ago, thomas4846 said:


 

local function NoUse (inst)
   inst:RemoveComponent("equippable")
end

inst.components.finiteuses:SetOnFinished(NoUse)

 

maybe this then

I changed it to remove the Weapon tag instead, removing Equippable still made it useable until unequipped, but since I want the weapon to regain uses, it'd be pointless if it doesn't regain the Weapon tag.

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