dave9664 Posted March 10, 2015 Share Posted March 10, 2015 I'm making character mod and I have no idea how to make everything unequippable except for tools/weapons. My character is not allowed to wear grass/wood/marble/dark armour, any hats, any winter clothing or backpacks, does anyone know how to do this? Thanks. Link to comment https://forums.kleientertainment.com/forums/topic/51937-help-to-make-armours-hats-and-backpacks-unequippable/ Share on other sites More sharing options...
rezecib Posted March 11, 2015 Share Posted March 11, 2015 @dave9664, There are several mods that do this, which you can look at. Shovel Knight comes to mind. There have also been 4-5 threads on it in this subforum that you can find by searching. Link to comment https://forums.kleientertainment.com/forums/topic/51937-help-to-make-armours-hats-and-backpacks-unequippable/#findComment-620732 Share on other sites More sharing options...
DrSmugleaf Posted March 11, 2015 Share Posted March 11, 2015 (edited) This is the way I personally use in my mod: local old_Equip = inst.components.inventory.Equip inst.components.inventory.Equip = function(self, item, old_to_active) if item.components.equippable.equipslot == GLOBAL.EQUIPSLOTS.HEAD or item.components.equippable.equipslot == GLOBAL.EQUIPSLOTS.BODY then return false end return old_Equip(self, item, old_to_active) endDon't think you would need the GLOBAL.'s if it's inside your character's prefab.That would be inside your master_postinit if its in your character's prefab. Edited March 11, 2015 by DrSmugleaf Link to comment https://forums.kleientertainment.com/forums/topic/51937-help-to-make-armours-hats-and-backpacks-unequippable/#findComment-620735 Share on other sites More sharing options...
dave9664 Posted March 11, 2015 Author Share Posted March 11, 2015 Thanks @DrSmugLeaf! The code works, but when I craft the armour, it disappears. Is there a way to code it so that you can craft it but when you try equip it, it doesn't? I imagine something goes here in the code after the return? if item.components.equippable.equipslot == EQUIPSLOTS.HEAD or item.components.equippable.equipslot == EQUIPSLOTS.BODY then return false And sorry @rezecib I'm new here. Link to comment https://forums.kleientertainment.com/forums/topic/51937-help-to-make-armours-hats-and-backpacks-unequippable/#findComment-620834 Share on other sites More sharing options...
DrSmugleaf Posted March 11, 2015 Share Posted March 11, 2015 (edited) @dave9664, You are right, gave you the wrong version of it:local old_Equip = inst.components.inventory.Equip inst.components.inventory.Equip = function(self, item, ...) if item.components.equippable.equipslot == GLOBAL.EQUIPSLOTS.HEAD or item.components.equippable.equipslot == GLOBAL.EQUIPSLOTS.BODY then inst.components.talker:Say("I can't equip this") self:DropItem(item) return false end return old_Equip(self, item, ...)end( Again, you probably don't need the GLOBAL.'s )It was because the character wasn't actually dropping the item. Edited March 11, 2015 by DrSmugleaf Link to comment https://forums.kleientertainment.com/forums/topic/51937-help-to-make-armours-hats-and-backpacks-unequippable/#findComment-620845 Share on other sites More sharing options...
dave9664 Posted March 11, 2015 Author Share Posted March 11, 2015 @DrSmugLeaf that works perfectly, thanks so much! Link to comment https://forums.kleientertainment.com/forums/topic/51937-help-to-make-armours-hats-and-backpacks-unequippable/#findComment-620851 Share on other sites More sharing options...
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