sanydade Posted April 11, 2021 Share Posted April 11, 2021 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 Link to comment Share on other sites More sharing options...
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