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Hello, can someone please help me to put my new animations on beefalo, in beefalo animations anim.bin and build.bin are in diferent zip folders what just make things harder to animate, i changed all the states animations of beefalo (walk, eat, atack, ...) but i can't change the run animation when is on ride. that's the animation when i mount 

but when i dismount the animation works normaly please help me fix that

here's the prefab document tut06.lua

local tendencies =
{
    DEFAULT =
    {
	--build= "car4",
    },

    ORNERY =
    {
        build = "carroso_build",
    },

    RIDER =
    {
        build = "carroso_personality_docile",
    },

    PUDGY =
    {
        build = "carroso_build",
        customactivatefn = function(inst)
            inst:AddComponent("sanityaura")
            inst.components.sanityaura.aura = TUNING.SANITYAURA_TINY*1.3
        end,
        customdeactivatefn = function(inst)
            inst:RemoveComponent("sanityaura")
        end,
    },
}

-- This takes an anim state so that it can apply to itself, or to its rider
local function ApplyBuildOverrides(inst, animstate)
    local herd = inst.components.herdmember and inst.components.herdmember:GetHerd()
    local basebuild = (inst:HasTag("baby") and "beefalo_baby_build")
           -- or (inst.components.beard.bits == 0 and "beefalo_shaved_build")
            or (inst.components.domesticatable:IsDomesticated() and "carroso_build")
            or "carroso_build"
    if animstate ~= nil and animstate ~= inst.AnimState then
        animstate:AddOverrideBuild(basebuild)
    else
        animstate:SetBuild(basebuild)
    end

    if (herd and herd.components.mood and herd.components.mood:IsInMood())
        or (inst.components.mood and inst.components.mood:IsInMood()) then
        animstate:Show("HEAT")
    else
        animstate:Hide("HEAT")
    end

    if tendencies[inst.tendency].build ~= nil then
        animstate:AddOverrideBuild(tendencies[inst.tendency].build)
    elseif animstate == inst.AnimState then
        -- this presumes that all the face builds have the same symbols
        animstate:ClearOverrideBuild("carroso_personality_docile")
    end
end

local function ClearBuildOverrides(inst, animstate)
    if animstate ~= inst.AnimState then
        animstate:ClearOverrideBuild("carroso_build")
    end
    -- this presumes that all the face builds have the same symbols
    animstate:ClearOverrideBuild("carroso_personality_docile")
end
inst.AnimState:SetBank("car")
    inst.AnimState:SetBuild("carroso_build")
    inst.AnimState:PlayAnimation("walk_loop", true)
please help me put a diferent riding animation on my prefab

tut06_car.zip

 

Sem títuasdlo.png

 

 

 

image.thumb.png.bf6ef9432b7b3275820b168065b39d53.png

Edited by sanydade

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