RedMattis Posted January 7, 2015 Share Posted January 7, 2015 For some reason it seems some people joining servers don't get custom items to show up in the skill bar. Anyone have ideas for what could be the cause?http://steamcommunity.com/workshop/filedetails/discussion/360319890/619574421569721115/?tscn=1420667705 Below: example of custom items in my mod. local assets ={ Asset( "ANIM", "anim/smallblood.zip" ), Asset( "ANIM", "anim/plantblood.zip" ), Asset( "ANIM", "anim/monsterblood.zip" ), Asset( "ANIM", "anim/largeblood.zip" ), Asset ("ATLAS", "images/inventoryimages/smallblood.xml"), Asset ("ATLAS", "images/inventoryimages/largeblood.xml"), Asset ("ATLAS", "images/inventoryimages/monsterblood.xml"), Asset ("ATLAS", "images/inventoryimages/plantblood.xml"), } local prefabs = { "smallblood", "largeblood", "monsterblood", "plantblood",} local function common(bank, build, anim, tag) local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddNetwork() MakeInventoryPhysics(inst) inst.AnimState:SetBank(bank) inst.AnimState:SetBuild(build) inst.AnimState:PlayAnimation(anim) inst:AddTag("blood") if tag ~= nil then inst:AddTag(tag) end if not TheWorld.ismastersim then return inst end inst.entity:SetPristine() inst:AddComponent("edible") inst.components.edible.ismeat = true inst.components.edible.foodtype = FOODTYPE.BLOOD --change to BLOOD later inst:AddComponent("inspectable") inst:AddComponent("inventoryitem") inst:AddComponent("stackable") inst:AddComponent("perishable") inst.components.perishable:SetPerishTime(TUNING.PERISH_SLOW) inst.components.perishable:StartPerishing() inst.components.perishable.onperishreplacement = "spoiled_food" MakeHauntableLaunchAndPerish(inst) inst:ListenForEvent("spawnedfromhaunt", function(inst, data) Launch(inst, data.haunter, TUNING.LAUNCH_SPEED_SMALL) end) return instend -- small bloodbaglocal function smallblood() local inst = common("deerclops_eyeball", "smallblood", "idle") if not TheWorld.ismastersim then return inst end inst.components.edible.healthvalue = TUNING.HEALING_MEDSMALL * 2 inst.components.edible.hungervalue = TUNING.CALORIES_SMALL * 2.5 inst.components.edible.sanityvalue = TUNING.SANITY_TINY * 1 inst.components.inventoryitem.atlasname = "images/inventoryimages/smallblood.xml" inst.components.perishable:SetPerishTime(TUNING.PERISH_PRESERVED) inst.components.stackable.maxsize = TUNING.STACK_SIZE_SMALLITEM return instend -- large bloodbaglocal function largeblood() local inst = common("deerclops_eyeball", "largeblood", "idle") if not TheWorld.ismastersim then return inst end inst.components.edible.healthvalue = TUNING.HEALING_MED * 2 inst.components.edible.hungervalue = TUNING.CALORIES_MED * 2.5 inst.components.edible.sanityvalue = TUNING.SANITY_SMALL * 1 inst.components.perishable:SetPerishTime(TUNING.PERISH_PRESERVED) inst.components.inventoryitem.atlasname = "images/inventoryimages/largeblood.xml" return instend -- monster bloodbaglocal function monsterblood() local inst = common("deerclops_eyeball", "monsterblood", "idle") if not TheWorld.ismastersim then return inst end inst.components.edible.healthvalue = TUNING.HEALING_SMALL * 1 inst.components.edible.hungervalue = TUNING.CALORIES_MEDSMALL * 2.5 inst.components.edible.sanityvalue = -TUNING.SANITY_SMALL * 1 inst.components.perishable:SetPerishTime(TUNING.PERISH_PRESERVED) inst.components.inventoryitem.atlasname = "images/inventoryimages/monsterblood.xml" return instend -- plant bloodbaglocal function plantblood() local inst = common("deerclops_eyeball", "plantblood", "idle") if not TheWorld.ismastersim then return inst end inst.components.edible.healthvalue = TUNING.HEALING_MEDLARGE * 1 inst.components.edible.hungervalue = TUNING.CALORIES_MED * 1.25 inst.components.edible.sanityvalue = -TUNING.SANITY_MED inst.components.perishable:SetPerishTime(TUNING.PERISH_PRESERVED) inst.components.inventoryitem.atlasname = "images/inventoryimages/plantblood.xml" return instend return Prefab("common/inventory/smallblood", smallblood, assets), Prefab("common/inventory/largeblood", largeblood, assets), Prefab("common/inventory/monsterblood", monsterblood, assets), Prefab("common/inventory/plantblood", plantblood, assets) Link to comment Share on other sites More sharing options...
Kzisor Posted January 7, 2015 Share Posted January 7, 2015 @RedMattis, does your modinfo.lua have the following line in it? all_clients_require_mod = true Custom items and characters should have that line in order for all clients to download the mod. I also see something missing from your particular mod that isn't missing from the one I ported (which does show up in clients inventories (Diggable Reeds). inst.components.inventoryitem.imagename = "dug_reeds" Try setting the imagename and see if it will show up in their inventory afterwards. Link to comment Share on other sites More sharing options...
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