Meepenator Posted August 3, 2020 Share Posted August 3, 2020 Hey,I was hoping someone could help me by giving me the fire hound bank name for swimming, I can't seem to find it and the fire hound always ends up a big mess of only ears and eyes. Link to comment https://forums.kleientertainment.com/forums/topic/120655-hound-animation/ Share on other sites More sharing options...
-LukaS- Posted August 4, 2020 Share Posted August 4, 2020 (edited) The bank is just "hound". The build seems to be "hound_red_ocean" according to hounds.lua in the prefabs folder. Edited August 4, 2020 by IThatGuyI 1 Link to comment https://forums.kleientertainment.com/forums/topic/120655-hound-animation/#findComment-1359858 Share on other sites More sharing options...
Meepenator Posted August 5, 2020 Author Share Posted August 5, 2020 I figured that out a bit after I posted this but idk how or what to put here inst:AddComponent("amphibiouscreature") inst.components.amphibiouscreature:SetBanks(bank, bank.."_water") inst.components.amphibiouscreature:SetEnterWaterFn( function(inst) inst.landspeed = inst.components.locomotor.runspeed inst.components.locomotor.runspeed = TUNING.HOUND_SWIM_SPEED inst.hop_distance = inst.components.locomotor.hop_distance inst.components.locomotor.hop_distance = 4 end) Link to comment https://forums.kleientertainment.com/forums/topic/120655-hound-animation/#findComment-1359930 Share on other sites More sharing options...
-LukaS- Posted August 5, 2020 Share Posted August 5, 2020 This 'bank' variable has assigned value here: local function fnfire() -- This is fire hounds fn function local inst = fncommon("hound", "hound_red_ocean", { "hound", "icehound" }, nil, nil, {amphibious = true}) -- It uses the fncommon function with these variables (bank, build, morphlist, custombrain, tag, data) if not TheWorld.ismastersim then return inst end MakeMediumFreezableCharacter(inst, "hound_body") inst.components.freezable:SetResistance(4) --because fire inst.components.combat:SetDefaultDamage(TUNING.FIREHOUND_DAMAGE) inst.components.combat:SetAttackPeriod(TUNING.FIREHOUND_ATTACK_PERIOD) inst.components.locomotor.runspeed = TUNING.FIREHOUND_SPEED inst.components.health:SetMaxHealth(TUNING.FIREHOUND_HEALTH) inst.components.lootdropper:SetChanceLootTable('hound_fire') inst:ListenForEvent("death", PlayFireExplosionSound) return inst end So it should look like this: inst:AddComponent("amphibiouscreature") inst.components.amphibiouscreature:SetBanks("hound", "hound_water") -- bank.."_water" just means that you need to add 'bank' before '_water' and since the bank is 'hound' you just have to put 'hound_water' 1 Link to comment https://forums.kleientertainment.com/forums/topic/120655-hound-animation/#findComment-1359973 Share on other sites More sharing options...
Meepenator Posted August 5, 2020 Author Share Posted August 5, 2020 ok, thanks. I'll try it out. 1 Link to comment https://forums.kleientertainment.com/forums/topic/120655-hound-animation/#findComment-1360133 Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now