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So I recently managed to get a skin for a hound follower, but can't get it to swim properly(it just becomes a shadow when it jumps in). Does anyone know what I need to put into the banks part for amphibiouscreature? He works when he's walking, that's for sure.

Screenshot_405.png

Screenshot_388.png

dramoshellhound.lua.txt

I believe you are looking for

 

    if data.amphibious and build ~= "hound_ocean" then
        inst.AnimState:OverrideSymbol("shadow_ripple", "hound_ocean", "shadow_ripple")
        inst.AnimState:OverrideSymbol("water_ripple", "hound_ocean", "water_ripple")
    end

This is from scripts/prefabs/hound.lua at line 477

 

and/ or line 502

    if data.amphibious then
        inst:AddComponent("embarker")
        inst.components.embarker.embark_speed = inst.components.locomotor.runspeed
        inst.components.embarker.antic = true

        inst.components.locomotor:SetAllowPlatformHopping(true)

        inst:AddComponent("amphibiouscreature")
        inst.components.amphibiouscreature:SetBanks(bank, bank.."_water")
        inst.components.amphibiouscreature:SetEnterWaterFn(
            function(inst)
                inst.landspeed = inst.components.locomotor.runspeed
                inst.components.locomotor.runspeed = TUNING.HOUND_SWIM_SPEED
                inst.hop_distance = inst.components.locomotor.hop_distance
                inst.components.locomotor.hop_distance = 4
            end)
        inst.components.amphibiouscreature:SetExitWaterFn(
            function(inst)
                if inst.landspeed then
                    inst.components.locomotor.runspeed = inst.landspeed
                end
                if inst.hop_distance then
                    inst.components.locomotor.hop_distance = inst.hop_distance
                end
            end)

        inst.components.locomotor.pathcaps = { allowocean = true }
    end

 

I do see you are using _ocean instead of _water like in the hound code on your line where you do SetBanks, and it looks like you have a _water bank in your Anim assets.

Edited by Dallen
17 hours ago, Rickzzs said:

Do you have correspondent anim file with its bank 'hound_ocean' and build '...'?hound_hell_ocean.zip

I believe so, these are it correct?

Screenshot_406.png

hound_ocean.zip

16 hours ago, Dallen said:

I believe you are looking for

 

    if data.amphibious and build ~= "hound_ocean" then
        inst.AnimState:OverrideSymbol("shadow_ripple", "hound_ocean", "shadow_ripple")
        inst.AnimState:OverrideSymbol("water_ripple", "hound_ocean", "water_ripple")
    end

This is from scripts/prefabs/hound.lua at line 477

 

and/ or line 502

    if data.amphibious then
        inst:AddComponent("embarker")
        inst.components.embarker.embark_speed = inst.components.locomotor.runspeed
        inst.components.embarker.antic = true

        inst.components.locomotor:SetAllowPlatformHopping(true)

        inst:AddComponent("amphibiouscreature")
        inst.components.amphibiouscreature:SetBanks(bank, bank.."_water")
        inst.components.amphibiouscreature:SetEnterWaterFn(
            function(inst)
                inst.landspeed = inst.components.locomotor.runspeed
                inst.components.locomotor.runspeed = TUNING.HOUND_SWIM_SPEED
                inst.hop_distance = inst.components.locomotor.hop_distance
                inst.components.locomotor.hop_distance = 4
            end)
        inst.components.amphibiouscreature:SetExitWaterFn(
            function(inst)
                if inst.landspeed then
                    inst.components.locomotor.runspeed = inst.landspeed
                end
                if inst.hop_distance then
                    inst.components.locomotor.hop_distance = inst.hop_distance
                end
            end)

        inst.components.locomotor.pathcaps = { allowocean = true }
    end

 

I do see you are using _ocean instead of _water like in the hound code on your line where you do SetBanks, and it looks like you have a _water bank in your Anim assets.

So I did end up trying hound_water before I saw this message(saw it from the hellhound mod) and it didn't end up working. Sorry I'm new to the reskin thing atm. The way the dog was working before was just using the fire hound look.

14 hours ago, Rickzzs said:

Well, can't tell much from this. If you don't mind, I need all your anim files and the prefab script to proceed investigating.

Here is the mod, dramos mod.rarI don't think the problem would be anywhere outside the prefab file but I'm sending it all just in case

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