Renamon Posted December 19, 2014 Share Posted December 19, 2014 You ever get to that point where you have to admit defeat? welp i'm there.... *I've been at it for over 7 hours now*The whole point of this entire thing is the side crafting icon, (otherwise known as a secondary ingredient icon) will not show up no matter what, I've tried looking on several other older threads but no dice! I have provided a screenshot, the log, the mod main and the lua. Can anyone help shed a little light onto this along with some idea why this occurring? I would be forever grateful, I have been trying to use this thread as a reference, but I can't seem to grasp what he intended.log.txtmodmain.luarena.lua Link to comment Share on other sites More sharing options...
J192 Posted December 19, 2014 Share Posted December 19, 2014 What is and what is in the prefab of that item? Link to comment Share on other sites More sharing options...
Mobbstar Posted December 19, 2014 Share Posted December 19, 2014 Your image file is a txt?! surely you meant tex Link to comment Share on other sites More sharing options...
Renamon Posted December 20, 2014 Author Share Posted December 20, 2014 Your image file is a txt?! surely you meant tex I THINK I MIGHT HAVE BEEN SLEEP DRUNK , aside from that changing the txt to tex again did not fix it, thank you for the error spotting though! Link to comment Share on other sites More sharing options...
Renamon Posted December 20, 2014 Author Share Posted December 20, 2014 What is and what is in the prefab of that item? local assets={ Asset("ANIM", "anim/renahat.zip"), Asset("ATLAS", "images/inventoryimages/renahat.xml")}local function onequip(inst, owner) owner.AnimState:OverrideSymbol("swap_hat", "renahat", "swap_hat") owner.AnimState:Show("HAT") owner.AnimState:Show("HAT_HAIR") owner.AnimState:Hide("HAIR_NOHAT") owner.AnimState:Hide("HAIR")endlocal function onunequip(inst, owner) owner.AnimState:Hide("HAT") owner.AnimState:Hide("HAT_HAIR") owner.AnimState:Show("HAIR_NOHAT") owner.AnimState:Show("HAIR")endlocal function fn(Sim) local inst = CreateEntity() local trans = inst.entity:AddTransform() local anim = inst.entity:AddAnimState() MakeInventoryPhysics(inst) inst:AddTag("hat") anim:SetBank("tophat") anim:SetBuild("renahat") anim:PlayAnimation("anim") inst:AddComponent("inspectable") inst:AddComponent("inventoryitem") inst.components.inventoryitem.atlasname = "images/inventoryimages/renahat.xml" inst:AddComponent("dapperness") inst.components.dapperness.dapperness = (TUNING.DAPPERNESS_MED * 2) inst:AddComponent("equippable") inst.components.equippable.equipslot = EQUIPSLOTS.HEAD inst.components.equippable:SetOnEquip( onequip ) inst.components.equippable:SetOnUnequip( onunequip ) return instendreturn Prefab( "common/inventory/renahat", fn, assets)there you go Link to comment Share on other sites More sharing options...
Renamon Posted December 23, 2014 Author Share Posted December 23, 2014 bamp. Link to comment Share on other sites More sharing options...
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