RedRock911 Posted March 22, 2015 Share Posted March 22, 2015 At one point I had been a working creature, since then I went way to deep into errors, and decided it would more likely be best if I started all over. In saying that, I'm repeating some mistakes, I know I've corrected before, but can't seem to find the exact mistake i am remaking now. The errors I know are going to be in the prefab, and I know that they are more then likely due to me not writing the script for the game to know I am wanting to create my creature, if it even knows it exists at all. So I think I have to add a line "create_mycreature" somewhere. But I dont know where, And im unsure of the right context.my modmain.lua looks like this: --[NEW] This is how we tell the game we've created a new prefab.PrefabFiles = {knuckles} --This function spawns the creature at the player's position.function SpawnCreature(player) --Get the player's current position.local x, y, z = player.Transform:GetWorldPosition() --[NEW] Spawn our new creature at the world origin.local creature = GLOBAL.SpawnPrefab("knuckles") --Move the creature to the player's position.creature.Transform:SetPosition( x, y, z ) end --Tell the engine to run the function "SpawnCreature" as soon as the player spawns in the world.AddSimPostInit(SpawnCreature) while the prefab is here: --[NEW] Here we list any assets required by our prefab.local assets={--[NEW] this is the name of the Spriter file.Asset("ANIM", "anim/knuckles.zip"),} --[NEW] This function creates a new entity based on a prefab.local function init_prefab() --[NEW] First we create an entity.local inst = CreateEntity() --[NEW] Then we add a transform component se we can place this entity in the world.local trans = inst.entity:AddTransform() --[NEW] Then we add an animation component which allows us to animate our entity.local anim = inst.entity:AddAnimState() --[NEW] The bank name is the name of the Spriter file. anim:SetBank("knuckles") --[NEW] The build name is the name of the animation folder in spriter. anim:SetBuild("knuckles") --[NEW] Here we start playing the 'idle' animation and tell it to loop. anim:PlayAnimation("idle", true ) --[NEW] return our new entity so that it can be added to the world. return instend --[NEW] Here we register our new prefab so that it can be used in game.return Prefab( "monsters/knuckles", init_prefab, assets, nil) I know I have posted something like this before somewhere, when I made the exact same mistake last time. Matter of fact , with this tutorial, I think I'm just going to make a few creature mods, just so I can start getting the hang of the scripting. I know I am telling the game to look for an asset that it cant find, I just cant seem to find this damned simple error. Link to comment https://forums.kleientertainment.com/forums/topic/52274-trouble-with-custom-character-in-prefab-and-modmain/ Share on other sites More sharing options...
RedRock911 Posted March 22, 2015 Author Share Posted March 22, 2015 i didnt mean to double post, and have no idea why it did Link to comment https://forums.kleientertainment.com/forums/topic/52274-trouble-with-custom-character-in-prefab-and-modmain/#findComment-624003 Share on other sites More sharing options...
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