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Need Advanced Programmer


Catnipbuddy

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Hello, I am in need of a programmer for my character mod. I currently have very basic skills, but pretty advanced art skills in mod making and need help with a couple of things...

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One thing I am currently having trouble with, is that my character shows up completely invisible when the game loads. I have spent a few hours trying to figure out what was happening with no luck.

 

I will also need help creating a few new items, adding abilities such as a transformable "alternate personality" and am currently planning for more to come in the future.

 

If these requests seem too much for you, only the important things, crashing, invisible player I will need help with.

 

Thanks.

 

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@Catnipbuddy, if you provided the error message located in your log.txt file most people would be willing to help you out. Without the error or log.txt file we are only truly guessing.

Well, the same exact thing happened to me so I would assume the same exact thing would solve this problem as well. :)

Checking the log again after loading the world, I found this "Could not find anim build jacob"

I would need someone to look into my current code to see what I did wrong, because all the .texs are in the correct location, so most likely it is user error.

 

 

@Catnipbuddy, you might need to load them via Assets in your modmain.lua file. 

I think I tried that already, ill post what I currently have in my modmain file.

PrefabFiles = {
"jacob",
}
 
Assets = {
    Asset( "IMAGE", "images/saveslot_portraits/jacob.tex" ),
    Asset( "ATLAS", "images/saveslot_portraits/jacob.xml" ),
 
    Asset( "IMAGE", "images/selectscreen_portraits/jacob.tex" ),
    Asset( "ATLAS", "images/selectscreen_portraits/jacob.xml" ),
 
    Asset( "IMAGE", "images/selectscreen_portraits/jacob_silho.tex" ),
    Asset( "ATLAS", "images/selectscreen_portraits/jacob_silho.xml" ),
 
    Asset( "IMAGE", "bigportraits/jacob.tex" ),
    Asset( "ATLAS", "bigportraits/jacob.xml" ),
 
Asset( "IMAGE", "images/map_icons/jacob.tex" ),
Asset( "ATLAS", "images/map_icons/jacob.xml" ),
 
}
 
local require = GLOBAL.require
 
GLOBAL.STRINGS.CHARACTER_TITLES.jacob = "Jacob"
GLOBAL.STRINGS.CHARACTER_NAMES.jacob = "The Animator"
GLOBAL.STRINGS.CHARACTER_DESCRIPTIONS.jacob = "*Scared of the dark\n*Very fast\n*Has a fairly large apetite\n*Has an instrument"
GLOBAL.STRINGS.CHARACTER_QUOTES.jacob = "\"Give me back the light!\""
 
GLOBAL.STRINGS.CHARACTERS.JACOB = require "speech_jacob"
GLOBAL.STRINGS.CHARACTERS.JACOB.DESCRIBE = {}
 
table.insert(GLOBAL.CHARACTER_GENDERS.MALE, "jacob")
 
AddModCharacter("jacob")
 

@Catnipbuddy, post your jacob.lua prefab file. Also you should double check to make sure you are loading the anim/jacob.zip into the assets which you aren't. If you're doing this in jacob.lua prefab file then try doing what WalrusMan says as it should reconfigure the build.

 

However, at this moment in time you aren't loading the anim/jacob.zip file into the Assets area.

@Catnipbuddy, post your jacob.lua prefab file. Also you should double check to make sure you are loading the anim/jacob.zip into the assets which you aren't. If you're doing this in jacob.lua prefab file then try doing what WalrusMan says as it should reconfigure the build.

 

However, at this moment in time you aren't loading the anim/jacob.zip file into the Assets area.

Ah, so what would I add to the modmain file then?

Heres the jacob.lua.

local MakePlayerCharacter = require "prefabs/player_common"

local assets = {

Asset( "ANIM", "anim/player_basic.zip" ),

Asset( "ANIM", "anim/player_idles_shiver.zip" ),

Asset( "ANIM", "anim/player_actions.zip" ),

Asset( "ANIM", "anim/player_actions_axe.zip" ),

Asset( "ANIM", "anim/player_actions_pickaxe.zip" ),

Asset( "ANIM", "anim/player_actions_shovel.zip" ),

Asset( "ANIM", "anim/player_actions_blowdart.zip" ),

Asset( "ANIM", "anim/player_actions_eat.zip" ),

Asset( "ANIM", "anim/player_actions_item.zip" ),

Asset( "ANIM", "anim/player_actions_uniqueitem.zip" ),

Asset( "ANIM", "anim/player_actions_bugnet.zip" ),

Asset( "ANIM", "anim/player_actions_fishing.zip" ),

Asset( "ANIM", "anim/player_actions_boomerang.zip" ),

Asset( "ANIM", "anim/player_bush_hat.zip" ),

Asset( "ANIM", "anim/player_attacks.zip" ),

Asset( "ANIM", "anim/player_idles.zip" ),

Asset( "ANIM", "anim/player_rebirth.zip" ),

Asset( "ANIM", "anim/player_jump.zip" ),

Asset( "ANIM", "anim/player_amulet_resurrect.zip" ),

Asset( "ANIM", "anim/player_teleport.zip" ),

Asset( "ANIM", "anim/wilson_fx.zip" ),

Asset( "ANIM", "anim/player_one_man_band.zip" ),

Asset( "ANIM", "anim/shadow_hands.zip" ),

Asset( "SOUND", "sound/sfx.fsb" ),

Asset( "SOUND", "sound/wilson.fsb" ),

Asset( "ANIM", "anim/beard.zip" ),

Asset( "ANIM", "anim/jacob.zip" ),

}

local prefabs = {}

local fn = function(inst)

-- choose which sounds this character will play

inst.soundsname = "wilson"

-- a minimap icon must be specified

inst.MiniMapEntity:SetIcon( "jacob.png" )

inst.components.hunger:SetRate(TUNING.WILSON_HUNGER_RATE * 1.3)

inst.components.combat.damagemultiplier = 1.1

inst.components.locomotor.walkspeed = 7

inst.components.locomotor.runspeed = 7.9

inst.components.health:SetMaxHealth(105)

inst.components.hunger:SetMax(240)

inst.components.sanity:SetMax(170)

STRINGS.CHARACTERS.JACOB = require "speech_jacob"

end

return MakePlayerCharacter("jacob", prefabs, assets, fn)

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