pikafan8 Posted October 24, 2014 Share Posted October 24, 2014 I tried to make a crossbow, which is weaker than the blowdart, but has a large number of finite uses. However, after firing the crossbow, it still disappears? Could I have some help with this? local assets={ Asset("ANIM", "anim/crossbow.zip"), Asset("ANIM", "anim/swap_crossbow_normal.zip"), Asset("ATLAS", "images/inventoryimages/crossbow.xml"), Asset("IMAGE", "images/inventoryimages/crossbow.tex"), }local prefabs = { "impact",}local function onfinished(inst) inst:Remove()endlocal function onequip(inst, owner) owner.AnimState:OverrideSymbol("swap_object", "swap_crossbow_normal", "swap_crossbow_normal") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") endlocal function onunequip(inst, owner) owner.AnimState:ClearOverrideSymbol("swap_object") owner.AnimState:Hide("ARM_carry") owner.AnimState:Show("ARM_normal") endlocal function onhit(inst, attacker, target) local impactfx = SpawnPrefab("impact") if impactfx and attacker then local follower = impactfx.entity:AddFollower() follower:FollowSymbol(target.GUID, target.components.combat.hiteffectsymbol, 0, 0, 0 ) impactfx:FacePoint(attacker.Transform:GetWorldPosition()) endendlocal function onthrown(inst, data) inst.AnimState:SetOrientation( ANIM_ORIENTATION.OnGround )endlocal function common() local inst = CreateEntity() local trans = inst.entity:AddTransform() local anim = inst.entity:AddAnimState() MakeInventoryPhysics(inst) anim:SetBank("crossbow") anim:SetBuild("crossbow") inst:AddTag("blowdart") inst:AddTag("sharp") inst:AddComponent("weapon") inst.components.weapon:SetDamage(0) inst.components.weapon:SetRange(8, 10) inst:AddComponent("projectile") inst.components.projectile:SetSpeed(90) inst.components.projectile:SetOnHitFn(onhit) inst:ListenForEvent("onthrown", onthrown) ------- inst:AddComponent("inspectable") inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "crossbow" inst.components.inventoryitem.atlasname = "images/inventoryimages/crossbow.xml" inst:AddComponent("finiteuses") inst.components.finiteuses:SetMaxUses(TUNING.WATHGRITHR_SPEAR_USES) inst.components.finiteuses:SetUses(TUNING.WATHGRITHR_SPEAR_USES) inst.components.finiteuses:SetOnFinished( onfinished ) inst:AddComponent("equippable") inst.components.equippable:SetOnEquip(onequip) inst.components.equippable:SetOnUnequip(onunequip) return instendlocal function normalequip(inst, owner) owner.AnimState:OverrideSymbol("swap_object", "swap_crossbow_normal", "swap_crossbow_normal") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") endlocal function normalthrown(inst) inst.AnimState:PlayAnimation("dart_normal")endlocal function normal() local inst = common() inst.AnimState:PlayAnimation("idle_normal") inst.components.equippable:SetOnEquip(normalequip) inst.components.weapon:SetDamage(75) inst.components.projectile:SetOnThrownFn(normalthrown) return instendreturn Prefab( "common/inventory/crossbow_normal", normal, assets, prefabs) Link to comment https://forums.kleientertainment.com/forums/topic/42736-how-to-make-ranged-weapon-use-durability-instead-of-just-disappearing/ Share on other sites More sharing options...
Polariche Posted October 24, 2014 Share Posted October 24, 2014 (edited) Wouldn't adding "projectile" component to the crossbow make it fire itself when you use it? Boomerangs and blowdarts are fine this way, but I think your crossbow is more similar to staffs or weather pain rather than them. So basically, the weapon and the projectile should be separated and you would need to make a new prefab file that defines the projectile. Perhaps something like this...On crossbow.lua (or whatever your prefab is named)local prefabs = { "impact", "crossbow_normal_bolt",}local function common() local inst = CreateEntity() local trans = inst.entity:AddTransform() local anim = inst.entity:AddAnimState() MakeInventoryPhysics(inst) anim:SetBank("crossbow") anim:SetBuild("crossbow") inst:AddTag("blowdart") inst:AddTag("sharp") inst:AddComponent("weapon") inst.components.weapon:SetDamage(0) inst.components.weapon:SetRange(8, 10) ------- ...local function normal() local inst = common() inst.AnimState:PlayAnimation("idle_normal") inst.components.equippable:SetOnEquip(normalequip) inst.components.weapon:SetProjectile("crossbow_normal_bolt") return instend On crossbow_projectile.lualocal assets={ Asset("ANIM", "anim/crossbow_projectile.zip"),}local function OnHit(inst, owner, target) inst:Remove()endlocal function common() local inst = CreateEntity() local trans = inst.entity:AddTransform() local anim = inst.entity:AddAnimState() MakeInventoryPhysics(inst) RemovePhysicsColliders(inst) anim:SetBank("projectile") inst:AddTag("projectile") inst:AddComponent("projectile") inst.components.projectile:SetSpeed(50) inst.components.projectile:SetOnHitFn(OnHit) inst.components.projectile:SetOnMissFn(OnHit) inst:AddComponent("weapon") inst.components.weapon:SetDamage(0) inst.components.weapon:SetRange(8, 10) return instend local function normal() local inst = common() inst.AnimState:PlayAnimation("normal_bolt", true) inst.components.weapon:SetDamage(TUNING.NORMAL_BOLT_DAMAGE) return inst end return Prefab( "common/inventory/crossbow_normal_bolt", normal, assets) Edited October 24, 2014 by Polariche Link to comment https://forums.kleientertainment.com/forums/topic/42736-how-to-make-ranged-weapon-use-durability-instead-of-just-disappearing/#findComment-556579 Share on other sites More sharing options...
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