Kelberry Posted August 15, 2014 Share Posted August 15, 2014 I'm having a little trouble with getting my Action to work properly!I think I have an understanding of how they work, but this just doesn't seem to work. I'm trying to make an action similar to ADDFUEL, but instead of fueled, able to be repairable.(I know there's already a repairable component, but that seems to only be for health related things) I've created a component called repairitem and have implemented CollectUseActions in the component.I'm adding the component repairitem to the Nightmare Armor prefab, armor_sanity, and I've tested that and it works fine, it's correctly applied to that item and that component is loaded fine.function repairitem:CollectUseActions(doer, target, actions, right) if target.components.repairitem then table.insert(actions, ACTIONS.REPAIRITEM) endend Here's my AddAction bit, I looked at fueled.lua for inspirationlocal Action = GLOBAL.Actionlocal ActionHandler = GLOBAL.ActionHandlerlocal repairitem = Action()repairitem.str = "Repair Item"repairitem.id = "REPAIRITEM"repairitem.fn = function(act) if act.doer.components.inventory then local resource = act.doer.components.inventory:RemoveItem(act.invobject) if resource then if act.target.components.repairitem:DoRepair(resource, act.target, act.doer) then return true else print("False") act.doer.components.inventory:GiveItem(resource) end end endendAddAction(repairitem)AddStategraphActionHandler("wilson", ActionHandler(repairitem, "dolongaction"))There isn't any crashing, but it just doesn't seem to work, could anyone give me insight on how this all works? I believe I've covered all the correct steps, but might be missing one bit?I've looked at a similar mod for repairing but it's based around an item repairing another item using resource/fuel in the inventory rather than applying the fuel right onto the target.Thanks in advance! Link to comment Share on other sites More sharing options...
Kelberry Posted August 15, 2014 Author Share Posted August 15, 2014 I figured out the problem, I needed to apply a different component to the fuel/resource I was using, because that's what triggers the action, not the target! Link to comment Share on other sites More sharing options...
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