LlamaDom Posted June 28, 2021 Share Posted June 28, 2021 (edited) Hi again! I was wondering if it was possible to switch between avata_character and avatar_ghost_character pictures like how woodie does with his wereforms and his wereghost forms. my SO and I have a character that can change forms and wanted to have the avatar_character and avatar_ghost_character match with the character that it is. Also, idk if this falls into the same category but also the self_inspect_character icon too if thats possible edit:clarification Edited June 28, 2021 by LlamaDom Link to comment Share on other sites More sharing options...
LlamaDom Posted June 28, 2021 Author Share Posted June 28, 2021 (edited) bump I was able to find this, but dont know 1)how to decompile this into a folder with pngs 2)how to impliment this into my own character Edited June 28, 2021 by LlamaDom Link to comment Share on other sites More sharing options...
LlamaDom Posted June 30, 2021 Author Share Posted June 30, 2021 bump Link to comment Share on other sites More sharing options...
LlamaDom Posted July 6, 2021 Author Share Posted July 6, 2021 bump Link to comment Share on other sites More sharing options...
LlamaDom Posted July 16, 2021 Author Share Posted July 16, 2021 bump? Im not sure how many times I'm allowed to bump here. I would love any type of information thanks! Link to comment Share on other sites More sharing options...
Monti18 Posted July 16, 2021 Share Posted July 16, 2021 (edited) If you search for "avatar_" in the game files, you will see that it can be found in 4 different files. The interesting ones are playerbadge and targetindicator. In targetindicator:GetAvatarAtlas() you can see that there is an ending that checks if self.isCharacterState1. This is defined as self.isCharacterState1 = checkbit(self.userflags, USERFLAGS.CHARACTER_STATE_1) That means it checks the user flags of the character. In woodie.lua, there is this code snippet: if IsWereMode(newmode) then inst:AddTag(newmode == WEREMODES.BEAVER and "beaver" or ("were"..WEREMODE_NAMES[newmode])) inst.Network:AddUserFlag(USERFLAGS["CHARACTER_STATE_"..tostring(newmode)]) inst.overrideskinmode = "were"..WEREMODE_NAMES[newmode].."_skin" inst.overrideghostskinmode = "ghost_"..inst.overrideskinmode inst:PushEvent("startwereplayer") --event for sentientaxe else where userflags are added. So I think that you will also need to add user flags the way as woodie does it for your different forms and name the avatar image in the same way as woodies or wormwoods are named, which means addind a _1 or _2 or _3 at the end. For the self inspect I don't know, have a look at PlayerAvatarPopup and see if you can find something, I'm not sure if it's possible without changing PlayerAvatarPopup. Edited July 16, 2021 by Monti18 2 Link to comment Share on other sites More sharing options...
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