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prefabs/player_common.lua has these lines:

inst.AnimState:Hide("ARM_carry")
inst.AnimState:Hide("HAT")
inst.AnimState:Hide("HAIR_HAT")
inst.AnimState:Show("HAIR_NOHAT")
inst.AnimState:Show("HAIR")
inst.AnimState:Show("HEAD")
inst.AnimState:Hide("HEAD_HAT")

You'd want to skip "ARM_carry" for weapons.

Edited by Bumber64

Try this: (Needs to be a mod, I think that a command cann't change a component too easy.)

AddComponentPostInit("equipable", function(self)
    local _onequip = self.onequipfn
    function self:Equip(owner, from_ground)
        _onequip(owner, from_ground)
        if owner:HasTag("player") then
            owner.AnimState:ClearOverrideSymbol("swap_body")
            owner.AnimState:ClearOverrideSymbol("swap_hat")
            owner.AnimState:Hide("HAT")
            owner.AnimState:Hide("HAIR_HAT")
            owner.AnimState:Show("HAIR_NOHAT")
            owner.AnimState:Show("HAIR")
            owner.AnimState:Show("HEAD")
            owner.AnimState:Hide("HEAD_HAT")
        end
    end
end)

Or, if you want a command, but it will have to be executed every time you change equipment:

local player = ThePlayer.AnimState player:ClearOverrideSymbol("swap_body") player:ClearOverrideSymbol("swap_hat") player:Hide("HAT") player:Hide("HAIR_HAT") player:Show("HAIR_NOHAT") player:Show("HAIR") player:Show("HEAD") player:Hide("HEAD_HAT")

Can be run on the client I think.

Edited by Leonidas IV
  • Like 1

I think you'd also want to do that after revive (if onequip isn't called.)

Edit: Never mind, I don't think there's a situation where you can have equipment after revival. Life amulet is destroyed after revival animation.

Edited by Bumber64

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