SenL Posted June 5, 2022 Share Posted June 5, 2022 Example on amulet.lua it is: owner.AnimState:OverrideSymbol("swap_body", "torso_amulets", "redamulet") and on hats.lua it is: owner.AnimState:OverrideSymbol("swap_hat", "hat_miner", "swap_hat") (for miner hat) What are those 3 parameters? Where can I see this function definition? Thanks. Link to comment https://forums.kleientertainment.com/forums/topic/140714-what-parameters-are-passed-to-animstateoverridesymbol/ Share on other sites More sharing options...
Leonidas IV Posted June 9, 2022 Share Posted June 9, 2022 (edited) All AnimState functions are defined in the engine side, and cannot be seen. But we can "guess" the parameters according to the names of variables that are passed as parameters, so we have: AnimState:OverrideSymbol("target_symbol", "new_build", "new_symbol") >> Override the symbol "target_symbol" with the symbol called "new_symbol" that is in the build bank "new_build". The mining hat, as an example: owner.AnimState:OverrideSymbol("swap_hat", "hat_miner", "swap_hat") >> Override the "swap_hat" symbol in the character build with the "swap_hat" symbol of "hat_miner" build. Edited June 9, 2022 by Leonidas IV Link to comment https://forums.kleientertainment.com/forums/topic/140714-what-parameters-are-passed-to-animstateoverridesymbol/#findComment-1576062 Share on other sites More sharing options...
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