blackmou5e Posted January 17, 2015 Share Posted January 17, 2015 I already have no idea what to do with this item. It shows up in inventory, giving the light when equiped, but still invisible in the hand and on the ground. Sorry for mistakes, English isn't my native language, and thanks in advance for answers. local assets={ Asset("ANIM", "anim/kolbasa.zip"), Asset("ANIM", "anim/swap_kolbasa.zip"), Asset("ATLAS", "images/inventoryimages/kolbasa.xml"), Asset("IMAGE", "images/inventoryimages/kolbasa.tex"), Asset("SOUND", "sound/wilson.fsb"),}prefabs = { }local function turnon(inst) if not inst.components.fueled:IsEmpty() then if not inst.components.machine.ison then if inst.components.fueled then inst.components.fueled:StartConsuming() end inst.Light:Enable(true) inst.AnimState:PlayAnimation("idle_on") if inst.components.equippable:IsEquipped() then inst.components.inventoryitem.owner.AnimState:OverrideSymbol("swap_object", "swap_kolbasa", "swap_lantern_on") inst.components.inventoryitem.owner.AnimState:Show("LANTERN_OVERLAY") end inst.components.machine.ison = true inst.SoundEmitter:PlaySound("dontstarve/wilson/lantern_on") inst.SoundEmitter:PlaySound("dontstarve/wilson/lantern_LP", "loop") inst.components.inventoryitem:ChangeImageName("kolbasa") end endendlocal function turnoff(inst) if inst.components.fueled then inst.components.fueled:StopConsuming() end inst.Light:Enable(false) inst.AnimState:PlayAnimation("idle_off") if inst.components.equippable:IsEquipped() then inst.components.inventoryitem.owner.AnimState:OverrideSymbol("swap_object", "swap_kolbasa", "swap_lantern_off") inst.components.inventoryitem.owner.AnimState:Hide("LANTERN_OVERLAY") end inst.components.machine.ison = false inst.SoundEmitter:KillSound("loop") inst.SoundEmitter:PlaySound("dontstarve/wilson/lantern_off") inst.components.inventoryitem:ChangeImageName("kolbasa")endlocal function OnLoad(inst, data) if inst.components.machine and inst.components.machine.ison then inst.AnimState:PlayAnimation("idle_on") turnon(inst) else inst.AnimState:PlayAnimation("idle_off") turnoff(inst) endendlocal function ondropped(inst) turnoff(inst) turnon(inst)endlocal function onpickup(inst) turnon(inst)endlocal function onputininventory(inst) turnoff(inst)endlocal function onequip(inst, owner) owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") owner.AnimState:OverrideSymbol("lantern_overlay", "swap_kolbasa", "lantern_overlay") if inst.components.fueled:IsEmpty() then owner.AnimState:OverrideSymbol("swap_object", "swap_kolbasa", "swap_lantern_off") owner.AnimState:Hide("LANTERN_OVERLAY") else owner.AnimState:OverrideSymbol("swap_object", "swap_kolbasa", "swap_lantern_on") owner.AnimState:Show("LANTERN_OVERLAY") end turnon(inst)endlocal function onunequip(inst, owner) owner.AnimState:Hide("ARM_carry") owner.AnimState:Show("ARM_normal") owner.AnimState:ClearOverrideSymbol("lantern_overlay") owner.AnimState:Hide("LANTERN_OVERLAY") endlocal function nofuel(inst) local owner = inst.components.inventoryitem and inst.components.inventoryitem.owner if owner then owner:PushEvent("torchranout", {torch = inst}) end turnoff(inst)endlocal function takefuel(inst) if inst.components.equippable and inst.components.equippable:IsEquipped() then turnon(inst) endendlocal function fuelupdate(inst) local fuelpercent = inst.components.fueled:GetPercent() inst.Light:SetIntensity(Lerp(0.4, 0.6, fuelpercent)) inst.Light:SetRadius(Lerp(3, 5, fuelpercent)) inst.Light:SetFalloff(.9)endlocal function fn(Sim) local inst = CreateEntity() local trans = inst.entity:AddTransform() local anim = inst.entity:AddAnimState() inst.entity:AddSoundEmitter() MakeInventoryPhysics(inst) inst.entity:AddNetwork() inst.AnimState:SetBank("lantern") inst.AnimState:SetBuild("kolbasa") inst.AnimState:PlayAnimation("idle_off") -- anim:SetBank("lantern") -- anim:SetBuild("lantern") -- anim:PlayAnimation("idle_off") inst:AddTag("light") inst:AddComponent("inspectable") inst.entity:AddLight() --inst.Light:SetFalloff(0.4) --inst.Light:SetIntensity(3) --inst.Light:SetRadius(10) inst.Light:SetColour(220/255, 200/255, 155/255) if not TheWorld.ismastersim then return inst end inst:AddComponent("inventoryitem") inst.components.inventoryitem.atlasname = "images/inventoryimages/kolbasa.xml" inst.components.inventoryitem:SetOnDroppedFn(ondropped) --inst.components.inventoryitem:SetOnPickupFn(makesmalllight) --inst.components.inventoryitem:SetOnActiveItemFn(makesmalllight) inst.components.inventoryitem:SetOnPutInInventoryFn(onputininventory) inst:AddComponent("equippable") inst:AddComponent("fueled") inst:AddComponent("machine") inst.components.machine.turnonfn = turnon inst.components.machine.turnofffn = turnoff inst.components.machine.cooldowntime = 0 inst.components.machine.caninteractfn = function() return not inst.components.fueled:IsEmpty() end inst.components.fueled.fueltype = "BURNABLE" inst.components.fueled:InitializeFuelLevel(TUNING.LANTERN_LIGHTTIME*0.50) inst.components.fueled:SetDepletedFn(nofuel) inst.components.fueled:SetUpdateFn(fuelupdate) inst.components.fueled.ontakefuelfn = takefuel inst.components.fueled.accepting = true fuelupdate(inst) inst.components.equippable:SetOnEquip( onequip ) inst.components.equippable:SetOnUnequip( onunequip ) inst.OnLoad = OnLoad return instendreturn Prefab( "common/inventory/kolbasa", fn, assets)Item.zip Link to comment https://forums.kleientertainment.com/forums/topic/49317-problem-with-visibility-of-custom-item/ Share on other sites More sharing options...
rezecib Posted January 18, 2015 Share Posted January 18, 2015 @blackmou5e, Did you use the build renamer when you renamed the kolbasa build? If it's not showing up on the ground/inventory, then something must be wrong with the anim, probably the build since you're using the anims from lanterns. Link to comment https://forums.kleientertainment.com/forums/topic/49317-problem-with-visibility-of-custom-item/#findComment-603272 Share on other sites More sharing options...
blackmou5e Posted January 18, 2015 Author Share Posted January 18, 2015 @blackmou5e, Did you use the build renamer when you renamed the kolbasa build? If it's not showing up on the ground/inventory, then something must be wrong with the anim, probably the build since you're using the anims from lanterns. Nope, anim builded from scratch. Already found decompiler for anims, i'll try ti figure out what's wrong with my lantern by using it. Link to comment https://forums.kleientertainment.com/forums/topic/49317-problem-with-visibility-of-custom-item/#findComment-603306 Share on other sites More sharing options...
blackmou5e Posted January 18, 2015 Author Share Posted January 18, 2015 Fixed, problem wath with idle_on and idle_off animation. 1 Link to comment https://forums.kleientertainment.com/forums/topic/49317-problem-with-visibility-of-custom-item/#findComment-603343 Share on other sites More sharing options...
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