Sanohi Posted November 14, 2021 Share Posted November 14, 2021 Does anyone know how\where to edit positions of the weapon so you can see it at the back? I'm still a beginner Link to comment https://forums.kleientertainment.com/forums/topic/135277-weapons-position/ Share on other sites More sharing options...
CarlZalph Posted November 14, 2021 Share Posted November 14, 2021 @Sanohi The symbols are set to a certain render layer order based on the animation the player is playing and has been predetermined during the animation compilation phase. Symbols are effectively a set of images the entity has which are a subset of every image the entity has. There's a couple of functions for the AnimState to swap these render layers around on the fly dynamically, but for your case you're wanting the effect of having head in front of arm, and hand+object in front of head conditionally for when the player is facing 'up'. Unfortunately the AnimState's SetSymbolExchange + SetMultiSymbolExchange doesn't really present a way to arbitrarily force z-layer rendering order numbers, let alone conditionally on animation, so the only real way I could see this being feasibly done is with some kludge workarounds. If you feel up for spending time to sink into testing things for yourself, then here are the list of player symbols you'd be touching: <Note> These lists may not be exhaustive, they're just a compilation I have of them at this time. </Note> The symbols for the player: Spoiler swap_object headbase_hat BEARD arm_upper_3 SWAP_BODY arm_upper_skin SWAP_BODY_TALL hairfront leg swap_hat tail arm_upper_skin_3 skirt LANTERN_OVERLAY HAT face arm_lower hair tail_2 tail_3 tail_4 tail_5 SWAP_FACE ARM_normal foot arm_lower_cuff ARM_carry hairpigtails HAIR_HAT hand headbase torso torso_pelvis wilson arm_upper And the symbols for the player while on a beef: Spoiler hand_2 swap_object headbase_hat beefalo_body_heat BEARD beefalo_hoof_3 beefalo_eye leg beefalo_tail arm_upper_skin SWAP_BODY_TALL tail hairfront wilsonbeefalo beefalo_facebase SWAP_BODY swap_hat beefalo_headbase skirt lantern_OVERLAY beefalo_hoof_2 swap_saddle HAT face arm_lower hair tail_2 tail_3 tail_4 tail_5 SWAP_FACE ARM_normal foot arm_lower_cuff HEAT beefalo_antler hairpigtails HAIR_HAT beefalo_body hand headbase torso torso_pelvis ARM_carry arm_upper beefalo_hoof beefalo_mouthmouth With the end goal being some way to detect if the client-side player is facing 'up', then setting the appropriate symbol overrides. Which will break some things because there's no arbitrary render layers, you effectively swap around the layers rather than creating new ones. For instance, using SWAP_BODY_TALL on the swap_object symbol will make the item replace the layer for the one-man-band and slurtle shell items. It will also make it render in front of the player's hand, so the 'hand' symbol would also need adjusted. I'm sorry I can't help further than this as anything more is getting out of my knowledge on how animations work for DST, and I can't allocate the time currently to delve deeper. 2 Link to comment https://forums.kleientertainment.com/forums/topic/135277-weapons-position/#findComment-1513011 Share on other sites More sharing options...
IronHunter Posted November 15, 2021 Share Posted November 15, 2021 5 hours ago, CarlZalph said: Hide contents swap_object headbase_hat BEARD arm_upper_3 SWAP_BODY arm_upper_skin SWAP_BODY_TALL hairfront leg swap_hat tail arm_upper_skin_3 skirt LANTERN_OVERLAY HAT face arm_lower hair tail_2 tail_3 tail_4 tail_5 SWAP_FACE ARM_normal foot arm_lower_cuff ARM_carry hairpigtails HAIR_HAT hand headbase torso torso_pelvis wilson arm_upper A small correction to the symbol names wilson is the bank name for the default player bank wilsonbeefalo is the bank name for when riding a beefalo This list is the symbols names in the bank but not all of them exist in the root folder. The game automatically filters _# as being sub symbols, stuff like tail_2, arm_upper_3 are not symbols you an specifically override or follow using the lua functions available. ARM_normal, ARM_carry are symbol groups and don't have symbol folders, while you can follow them for follow symbol. I am pretty sure you cannot override them without overriding the rest of the arm and hand symbols. Interaction for symbol groups uses AnimState:Hide or Show where as hiding specific symbol folders uses AnimState:HideSymbol or ShowSymbol The full list of common symbol folders used by wilson bank in alphabetical order: arm_lower arm_lower_cuff arm_upper arm_upper_skin BEARD cheeks face foot hair hair_hat hair_front hairpigtails hand headbase headbase_hat lantern_overlay leg skirt swap_body swap_body_tall SWAP_FACE swap_hat swap_object tail torso torso_pelvis note some symbols like cheeks only show up in common animations like blowdarts or eating, some symbols like swap_object may be hidden if the ARM_carry group is also hidden in some animations. There is a further complication with symbol exchanges, SetSymbolExchange only exchanges the first instance of those symbols where as SetMultiSymbolExchange will try to match the 1st with the 1st, 2nd with the 2nd and so on. Atm SetSymbolExchange is mostly used for torso tucking in the skinner component. SetMultiSymbolExchange is used by legs and feet tucking in the skinner component. I have had compatibility issues in the past attempting to swap z indexes more than once with these functions. So I am not sure if you can even call these functions when wearing skins that call these functions. 2 1 Link to comment https://forums.kleientertainment.com/forums/topic/135277-weapons-position/#findComment-1513157 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