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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

@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.

@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.

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