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Hello, I just started in this world of modding some days ago and I have found some problems that haven't been able to solve by myself regarding a custom item I am making for my character, In order to solve it I decided to seek help.

1. As it can be seen in the image, there is a way to make the hand be behind the item or hide the hand?

2. I made so the claws are considered tools as for me to be able to work with them, however they still have the basic animations of mining, chopping, etc. Is it possible to overwrite/replace them with the already existing animation of throwing an object? As that one looks better when considering that she is using claws to destroy rocks and trees. As reference I have tried without success to mimic the code I found in a mod called Demogoron, which allowed the character to chop, mine, etc without tools and played the throw animation.

image.png

1. In a previous mod I worked on there is no luck about adding a new layer beneath the hand. But recently I found AnimState.SetSymbolExchange being used to swap skirt and torso. This may be a solution.
2. You can modify sgWilson, there are actionhandlers that decides which state an action will enter. And in the state's enter function you can modify the animation to be played.
For example (from mod limbus company)

local function ReplaceIf(states, name, iffn, thenfn)
  local state = states[name]
  if state then
    local onenter = state.onenter or state.deststate
    local key = "onenter"
    if state.deststate then key = "deststate" end
    state[key] = function(inst, ...)
      if iffn(inst, ...) then
        return FunctionOrValue(thenfn, inst, ...)
      end
      return onenter(inst, ...)
    end
  end
end
AddStategraphPostInit("wilson",function(sg)
  local states = sg.states
  local ac = sg.actionhandlers
  ReplaceIf(states, "bugnet_start", IsGregor, function(inst)
    inst.components.locomotor:Stop()
    inst.AnimState:PlayAnimation("atk_pre")
  end)
end)

 

Edited by Rickzzs

@Rickzzs Thanks for the reply.

1. I will try to see what I can get done with AnimState.SetSymbolExchange. To clarify I don't want to add a new layer behind the hand, I just want to hide the hand or make the object be in a layer over the one the hand is. I checked and the mod from which I took the reference for the claw Wolfe's Claw, was able to make the hand don't appear over the object although I haven't been able to find how they did it.

2. I will try to adapt the function, thanks to provide it. However I have some inquiries, this code where should it be in the files? Does it also replace the state for all the other instances in which my character will work, for example with other tools? I consider that bugnet_start is the state which is being replaced right? Last is, what is "IsGregor"?

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