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@Hbulat35

The general order for prefab creation is: CreateEntity, entity:Add*, common, Pristine, return if not mastersim, server-side components, onsave/onload.

So look at prefabs/magic_hanger_parts.lua from your mod here.  Both headfn and bodyfn use simple as a basis for the prefab which is fine.  However, none of these are using the Pristine state.  Then there's the issue with bodyfn not exiting out if it's not mastersim, which will cause a client runtime exception later when the client sees this prefab due to a non-existing component.

5 hours ago, CarlZalph said:

@Hbulat35

The general order for prefab creation is: CreateEntity, entity:Add*, common, Pristine, return if not mastersim, server-side components, onsave/onload.

So look at prefabs/magic_hanger_parts.lua from your mod here.  Both headfn and bodyfn use simple as a basis for the prefab which is fine.  However, none of these are using the Pristine state.  Then there's the issue with bodyfn not exiting out if it's not mastersim, which will cause a client runtime exception later when the client sees this prefab due to a non-existing component.

What do you mean, Pristine? Do you mean inst.entity:SetPristine()? Or something else?

I don't understand why is this happening. What is the difference between worlds with and without caves?

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