Wonderlarr Posted June 30, 2020 Share Posted June 30, 2020 I've been modding for about 3 days now, I'm not great but I have successfully done number changes and made items using textures that are already in the game as a test, but as soon as I try to use my own custom textures everything seems to break. I've confirmed my models work properly in the game, I just don't know how to use them. Right now, this script makes the item show up in my inventory, but it's invisible when held in my hands. local assets = { Asset("ANIM", "anim/hatbrella2.zip"), Asset("ANIM", "anim/swap_hatbrella2.zip"), Asset("ATLAS", "images/inventoryimages/hatbrella2.xml"), Asset("IMAGE", "images/inventoryimages/hatbrella2.tex"), } local function OnEquip(inst, owner) --owner.AnimState:OverrideSymbol("swap_object", "swap_wands", "purplestaff") owner.AnimState:OverrideSymbol("swap_object", "swap_hatbrella2", "hatbrella2") 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() local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddNetwork() inst.entity:AddMiniMapEntity() MakeInventoryPhysics(inst) inst.AnimState:SetBank("hatbrella2") inst.AnimState:SetBuild("hatbrella2") inst.AnimState:PlayAnimation("idle") inst:AddTag("sharp") inst:AddTag("waterproofer") inst:AddComponent("waterproofer") inst.components.waterproofer:SetEffectiveness(TUNING.WATERPROOFNESS_HUGE) inst:AddComponent("insulator") inst.components.insulator:SetSummer() inst.components.insulator:SetInsulation(TUNING.INSULATION_MED) if not TheWorld.ismastersim then return inst end inst.entity:SetPristine() inst:AddComponent("weapon") inst.components.weapon:SetDamage(TUNING.HATBRELLA_DAMAGE) inst:AddComponent("inspectable") inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "hatbrella2" inst.components.inventoryitem.atlasname = "images/inventoryimages/hatbrella2.xml" inst:AddComponent("equippable") inst.components.equippable:SetOnEquip( OnEquip ) inst.components.equippable:SetOnUnequip( OnUnequip ) MakeHauntableLaunch(inst) return inst end return Prefab("common/inventory/hatbrella2", fn, assets) Link to comment Share on other sites More sharing options...
-LukaS- Posted June 30, 2020 Share Posted June 30, 2020 (edited) I'm not too experienced with animations in Don't Starve yet, but I think the third override symbol, local function OnEquip(inst, owner) --owner.AnimState:OverrideSymbol("swap_object", "swap_wands", "purplestaff") owner.AnimState:OverrideSymbol("swap_object", "swap_hatbrella2", "hatbrella2") owner.AnimState:Show("ARM_carry") -- /\ owner.AnimState:Hide("ARM_normal") -- This one end should also be swap_hatbrella2, although I'm not sure. I have modded a working weapon and the OverrideSymbol looks like this: owner.AnimState:OverrideSymbol("swap_object", "swap_woodenclub", "swap_woodenclub") Either that, or there's a problem with the animation. Edited June 30, 2020 by IThatGuyI 1 Link to comment Share on other sites More sharing options...
Wonderlarr Posted June 30, 2020 Author Share Posted June 30, 2020 48 minutes ago, IThatGuyI said: I'm not too experienced with animations in Don't Starve yet, but I think the third override symbol, local function OnEquip(inst, owner) --owner.AnimState:OverrideSymbol("swap_object", "swap_wands", "purplestaff") owner.AnimState:OverrideSymbol("swap_object", "swap_hatbrella2", "hatbrella2") owner.AnimState:Show("ARM_carry") -- /\ owner.AnimState:Hide("ARM_normal") -- This one end should also be swap_hatbrella2, although I'm not sure. I have modded a working weapon and the OverrideSymbol looks like this: owner.AnimState:OverrideSymbol("swap_object", "swap_woodenclub", "swap_woodenclub") Either that, or there's a problem with the animation. Sadly, I think it's an animation problem. After adding the swap_ to the third item the item is still invisible. Link to comment Share on other sites More sharing options...
-LukaS- Posted June 30, 2020 Share Posted June 30, 2020 There might be a problem with naming the animation files or the names in the .scml. That's usually the reason why it's invisible. 1 Link to comment Share on other sites More sharing options...
Wonderlarr Posted June 30, 2020 Author Share Posted June 30, 2020 2 minutes ago, IThatGuyI said: There might be a problem with naming the animation files or the names in the .scml. That's usually the reason why it's invisible. Thanks for helping me find the problem, though I can't solve it myself. I know what my problem is better now and I think I'll make a separate post about it. I don't know how to actually use the mod tools, I've just been using notepad++ and paint.net to edit textures and damage values and have gotten much further than I should have. 1 Link to comment Share on other sites More sharing options...
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