Blucher Posted October 12, 2013 Share Posted October 12, 2013 This works, I suppose, but only if I drop the amulet on the ground. I'm not worried about that, but how do I get the amulet to shine light while equipped?function BlueAmuletPostInit(inst)inst.entity:AddLight()inst.Light:SetRadius(5)inst.Light:SetFalloff(1)inst.Light:SetIntensity(.5)inst.Light:SetColour(128/255,128/255,255/255)inst.Light:Enable(true)endAddPrefabPostInit("blueamulet", BlueAmuletPostInit) Link to comment https://forums.kleientertainment.com/forums/topic/28719-how-do-i-fix-this/ Share on other sites More sharing options...
Craig_Perry Posted October 12, 2013 Share Posted October 12, 2013 (edited) take a look at the magiluminescence's code that should help you a bit in the meantime I'll try and find it for you and add it to this postheres the yellow amulets code, it uses the fueled component [codesyntax]---YELLOWlocal function onequip_yellow(inst, owner) owner.AnimState:OverrideSymbol("swap_body", "torso_amulets", "yellowamulet") if inst.components.fueled then inst.components.fueled:StartConsuming() end inst.Light:Enable(true) owner.AnimState:SetBloomEffectHandle( "shaders/anim.ksh" ) end local function onunequip_yellow(inst, owner) owner.AnimState:ClearBloomEffectHandle() owner.AnimState:ClearOverrideSymbol("swap_body") if inst.components.fueled then inst.components.fueled:StopConsuming() end inst.Light:Enable(false)end[/codesyntax] it may not be configurable but this part of the code may help inst.Light:Enable(true) Edited October 12, 2013 by Craig_Perry Link to comment https://forums.kleientertainment.com/forums/topic/28719-how-do-i-fix-this/#findComment-342339 Share on other sites More sharing options...
Blucher Posted October 12, 2013 Author Share Posted October 12, 2013 take a look at the magiluminescence's code that should help you a bit[snip] Thank you very much. This did work:local assets={Asset("ANIM", "anim/amulets.zip"),Asset("ANIM", "anim/torso_amulets.zip"),}local function onequip_yellow(inst, owner) owner.AnimState:OverrideSymbol("swap_body", "torso_amulets", "yellowamulet") if inst.components.fueled then inst.components.fueled:StartConsuming() end inst.Light:Enable(true) owner.AnimState:SetBloomEffectHandle( "shaders/anim.ksh" )endlocal function onunequip_yellow(inst, owner) owner.AnimState:ClearBloomEffectHandle() owner.AnimState:ClearOverrideSymbol("swap_body") if inst.components.fueled then inst.components.fueled:StopConsuming() end inst.Light:Enable(false)endfunction BlueAmuletPostInit(inst) inst.components.equippable:SetOnEquip( onequip_yellow ) inst.components.equippable:SetOnUnequip( onunequip_yellow ) inst.entity:AddLight() inst.Light:Enable(false) inst.Light:SetRadius(2) inst.Light:SetFalloff(0.7) inst.Light:SetIntensity(.65) inst.Light:SetColour(128/255,128/255,255/255)endAddPrefabPostInit("blueamulet", BlueAmuletPostInit) Link to comment https://forums.kleientertainment.com/forums/topic/28719-how-do-i-fix-this/#findComment-342357 Share on other sites More sharing options...
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