ntdi Posted June 16, 2015 Share Posted June 16, 2015 Hello, I cannot getting it work, I'm trying since hours. If theres anyone that can help me, in a chat such as (steam, skype) - (dpim - steam, ibis.ell - skype) I would be fkin thankful forever. I beg u guys, I don't know why my game is getting crashed all the time. Link to comment Share on other sites More sharing options...
ntdi Posted June 16, 2015 Author Share Posted June 16, 2015 the weapon I created isnt visible in the hand. What I am doing wrong, does anyone here may help me out? Link to comment Share on other sites More sharing options...
Seiai Posted June 17, 2015 Share Posted June 17, 2015 @ntdi, attach your mod and we can have a look. Link to comment Share on other sites More sharing options...
ntdi Posted June 17, 2015 Author Share Posted June 17, 2015 Here u go, I would be so thankful if someone tells me whats the problem.Yesterday I made it work, to get the weapon visible on the ground and in my inventory, it wasnt visible in the hand tho.Today I started from 0 again and tried to follow the guide in this forums, but everytime I spawn the weapon its invisible on the ground, and if I pick it up, my game crashes. I would like to know a thing, besides how to get my weapon work.How to set DMG/NAME/RANGE of the item? Anyways, I hope someone may look at my weapon and tell me, why I cannot get it work. I'm trying to mod since 2 days, wasted about 15 hours, but didnt made it.llll.zip Link to comment Share on other sites More sharing options...
Seiai Posted June 17, 2015 Share Posted June 17, 2015 (edited) @ntdi,erm, u didnt actually put anything into the spriterfile. they are both empty.u should really have look at this, this will probably help u a lot:http://forums.kleientertainment.com/files/file/1127-dst-equipable-hand-slot/edit: apparently u created both spriterfiles using an image called stick.png, but then renamed the file to swap_stick.png and ground_stick.png, thats why are missing in the spriterfiles now. u will have to redo the spriterfiles, or just use the mod i linked as a base for yours. Edited June 17, 2015 by Seiai Link to comment Share on other sites More sharing options...
ntdi Posted June 17, 2015 Author Share Posted June 17, 2015 which are the spriterfiles? I have used the guide to create my mod Link to comment Share on other sites More sharing options...
Seiai Posted June 17, 2015 Share Posted June 17, 2015 @ntdi, the scml files.but to make it simple, just use the mod i linked as a base, and apply your changes to it(and try it after each change, to keep it working). Link to comment Share on other sites More sharing options...
Seiai Posted June 17, 2015 Share Posted June 17, 2015 (edited) How to set DMG/NAME/RANGE of the item?the mod i linked has an example for that. to change other values, look into the component weapon.lua for the variables u need and change them the same way as the example does. Edited June 17, 2015 by Seiai Link to comment Share on other sites More sharing options...
ntdi Posted June 17, 2015 Author Share Posted June 17, 2015 did it how u wanted me to do it, now the game crashes after I activate the mod, does anyone may give a look at it? whats wrong?stick.zip Link to comment Share on other sites More sharing options...
ntdi Posted June 17, 2015 Author Share Posted June 17, 2015 fixed the problem with the crash, but the weapon still wont show in the hand of my character. Does anyone can help me with that? tell me whats wrong? Link to comment Share on other sites More sharing options...
Seiai Posted June 17, 2015 Share Posted June 17, 2015 @ntdi, u named the animation bank(the name of the folder inside of the spriterfile in the animationtab) "swap_stick"(the example mod just used the same bank for both animations), but then u do this:  owner.AnimState:OverrideSymbol("swap_object", -- Symbol to override.  "stick", -- Animation bank we will use to overwrite the symbol.  "stick") -- Symbol to overwrite it with. see the problem? Link to comment Share on other sites More sharing options...
ntdi Posted June 17, 2015 Author Share Posted June 17, 2015 worked now, the bug was in the scml file, had to rewrite some lines, because the spriter didnt do that properly. It worked to equip the weapon and I seen it.But after I wanted to change a few things, to give the weapon some stats, the game kept crashing.Need help again. [00:00:36]: loaded modindex   [00:00:36]: ModIndex: Beginning normal load sequence.   [00:00:36]: WARNING loading modinfo.lua: workshop-401483511 does not specify if it is compatible with Don't Starve Together. It may not work properly.   [00:00:36]: ModIndex:GetModsToLoad inserting moddir,    fightstick   [00:00:36]: Could not load mod_config_data/modconfiguration_fightstick   [00:00:36]: Loading mod: fightstick (Fight Stick) Version:1.0   [00:00:36]: Mod: fightstick (Fight Stick)   Loading modworldgenmain.lua   [00:00:36]: Mod: fightstick (Fight Stick)    Mod had no modworldgenmain.lua. Skipping.   [00:00:36]: Mod: fightstick (Fight Stick)   Loading modmain.lua   [00:00:36]: LOADING LUA SUCCESS[00:00:36]: PlayerDeaths loaded morgue   5303   [00:00:36]: loaded profile   [00:00:36]: bloom_enabled   false   [00:00:36]: loaded saveindex   [00:00:36]: OnFilesLoaded()   [00:00:36]: OnUpdatePurchaseStateComplete   [00:00:36]:    Unload BE   [00:00:36]:    Unload BE done   [00:00:36]: Mod: fightstick (Fight Stick)   Registering prefabs   [00:00:36]: Mod: fightstick (Fight Stick)    Registering prefab file: prefabs/fightstick   [00:00:36]: error calling LoadPrefabFile in mod fightstick (Fight Stick):[string "../mods/fightstick/scripts/prefabs/fightsti..."]:70: variable 'fn' is not declaredLUA ERROR stack traceback:       =[C] in function 'error'       scripts/strict.lua(23,1)       ../mods/fightstick/scripts/prefabs/fightstick.lua(70,1) in function 'fn'       scripts/mainfunctions.lua(95,1)       =(tail call) ?       =[C] in function 'xpcall'       scripts/mods.lua(144,1)       scripts/mods.lua(469,1) in function 'RegisterPrefabs'       scripts/gamelogic.lua(167,1) in function 'LoadAssets'       scripts/gamelogic.lua(901,1) in function 'DoResetAction'       scripts/gamelogic.lua(919,1) in function 'complete_callback'   ...       =[C] in function 'GetPersistentString'       scripts/saveindex.lua(68,1) in function 'Load'       scripts/gamelogic.lua(950,1) in function 'callback'       scripts/playerprofile.lua(564,1) in function 'Set'       scripts/playerprofile.lua(447,1)       =[C] in function 'GetPersistentString'       scripts/playerprofile.lua(445,1) in function 'Load'       scripts/gamelogic.lua(949,1) in main chunk       =[C] in function 'require'       scripts/mainfunctions.lua(690,1)   [00:00:36]: Disabling fightstick (Fight Stick) because it had an error.   [00:00:36]: [string "../mods/fightstick/scripts/prefabs/fightsti..."]:70: variable 'fn' is not declaredLUA ERROR stack traceback:       =[C] in function 'error'       scripts/strict.lua(23,1)       ../mods/fightstick/scripts/prefabs/fightstick.lua(70,1) in function 'fn'       scripts/mainfunctions.lua(95,1)       =(tail call) ?       =[C] in function 'xpcall'       scripts/mods.lua(144,1)       scripts/mods.lua(469,1) in function 'RegisterPrefabs'       scripts/gamelogic.lua(167,1) in function 'LoadAssets'       scripts/gamelogic.lua(901,1) in function 'DoResetAction'       scripts/gamelogic.lua(919,1) in function 'complete_callback'   ...       =[C] in function 'GetPersistentString'       scripts/saveindex.lua(68,1) in function 'Load'       scripts/gamelogic.lua(950,1) in function 'callback'       scripts/playerprofile.lua(564,1) in function 'Set'       scripts/playerprofile.lua(447,1)       =[C] in function 'GetPersistentString'       scripts/playerprofile.lua(445,1) in function 'Load'       scripts/gamelogic.lua(949,1) in main chunk       =[C] in function 'require'       scripts/mainfunctions.lua(690,1)[00:00:36]: [string "../mods/fightstick/scripts/prefabs/fightsti..."]:70: variable 'fn' is not declaredLUA ERROR stack traceback:       =[C] in function 'error'       scripts/strict.lua(23,1)       ../mods/fightstick/scripts/prefabs/fightstick.lua(70,1) in function 'fn'       scripts/mainfunctions.lua(95,1)       =(tail call) ?       =[C] in function 'xpcall'       scripts/mods.lua(144,1)       scripts/mods.lua(469,1) in function 'RegisterPrefabs'       scripts/gamelogic.lua(167,1) in function 'LoadAssets'       scripts/gamelogic.lua(901,1) in function 'DoResetAction'       scripts/gamelogic.lua(919,1) in function 'complete_callback'   ...       =[C] in function 'GetPersistentString'       scripts/saveindex.lua(68,1) in function 'Load'       scripts/gamelogic.lua(950,1) in function 'callback'       scripts/playerprofile.lua(564,1) in function 'Set'       scripts/playerprofile.lua(447,1)       =[C] in function 'GetPersistentString'       scripts/playerprofile.lua(445,1) in function 'Load'       scripts/gamelogic.lua(949,1) in main chunk       =[C] in function 'require'       scripts/mainfunctions.lua(690,1)   [00:00:36]: SCRIPT ERROR! Showing error screen   [00:00:36]: Mod: fightstick (Fight Stick)    Registering default mod prefab   [00:00:36]:    Load FE   [00:00:37]:    Load FE: done   [00:00:37]: platform_motd   table: 149E6658   [00:00:37]: SimLuaProxy::QueryServer()[00:00:37]: SimLuaProxy::QueryServer()[00:00:37]: SimLuaProxy::QueryServer()[00:00:37]: ModIndex: Load sequence finished successfully.   [00:00:37]: Reset() returning[00:00:39]: platform_motd   table: 149E6108   [00:00:53]: unloading prefabs for mod MOD_fightstick   [00:00:53]: Collecting garbage...[00:00:53]: lua_gc took 0.01 seconds[00:00:53]: ~NetworkLuaProxy()[00:00:53]: ~SimLuaProxy()[00:00:53]: lua_close took 0.01 seconds[00:00:54]: HttpClient::ClientThread::Main() complete[00:00:54]: HttpClient::ClientThread::Main() complete[00:00:54]: HttpClient::ClientThread::Main() complete[00:00:54]: HttpClient::ClientThread::Main() complete[00:00:54]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager.[00:00:54]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager.[00:00:54]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager.[00:00:54]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager.[00:00:54]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager.[00:00:54]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager.[00:00:54]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager.[00:00:54]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager.[00:00:54]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager.[00:00:54]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager.[00:00:54]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager.[00:00:54]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager.[00:00:54]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager.[00:00:54]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager.[00:00:54]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager.[00:00:54]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager.[00:00:54]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager.[00:00:54]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager.[00:00:54]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager.[00:00:54]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager.[00:00:54]: Orphaned unnamed resource. This resource must have used Add( resource ) to insert itself into the manager.[00:00:54]: HttpClient::ClientThread::Main() complete[00:00:54]: Shutting down fightstick.zip Link to comment Share on other sites More sharing options...
Kzisor Posted June 17, 2015 Share Posted June 17, 2015 @ntdi, function fn does not exist the function which you are wanting to call is init. Link to comment Share on other sites More sharing options...
ntdi Posted June 18, 2015 Author Share Posted June 18, 2015 working now, thank u kzisor. 2 more problems. If I move my mousecursor over the item on the ground, the name wont show up. in the invetory the item is named "missing_name" why? Link to comment Share on other sites More sharing options...
DarkXero Posted June 18, 2015 Share Posted June 18, 2015 If I move my mousecursor over the item on the ground, the name wont show up  The inspectable component is there. I can't find any place to click the item to pick it up.Odd. I'm not sure how image correlates to clicking zone here. in the invetory the item is named "missing_name" why?  You need aGLOBAL.STRINGS.NAMES.FIGHTSTICK = "Fight Stick"in modmain. Link to comment Share on other sites More sharing options...
Gryfuz Posted July 18, 2015 Share Posted July 18, 2015 @ntdi,erm, u didnt actually put anything into the spriterfile. they are both empty.u should really have look at this, this will probably help u a lot:http://forums.kleientertainment.com/files/file/1127-dst-equipable-hand-slot/edit: apparently u created both spriterfiles using an image called stick.png, but then renamed the file to swap_stick.png and ground_stick.png, thats why are missing in the spriterfiles now. u will have to redo the spriterfiles, or just use the mod i linked as a base for yours.   I also haven't my weapon visible, I have it in my inventory, but it stays invisible when dropped and when i'm holding it. However i have no crashed, It just stays invisible. I'm trying to use this topic to help me but the link you put there is not working :/ Link to comment Share on other sites More sharing options...
DarkXero Posted July 20, 2015 Share Posted July 20, 2015 @Gryfuz, upload the mod with the weapon, with the assets, in a zip. Link to comment Share on other sites More sharing options...
Altefkat Posted July 20, 2015 Share Posted July 20, 2015 I also haven't my weapon visible, I have it in my inventory, but it stays invisible when dropped and when i'm holding it. However i have no crashed, It just stays invisible. I'm trying to use this topic to help me but the link you put there is not working :/ I got the same problem. I'm trying to create a new character with a new equipable object, but it is invinsible only when I equip it. (no problem in the inventory or when i drop it) I am using the DST tutorial along with another mod for the item, and the only difference I see between the two of them is in the build.xml file in my zip file swap_myobject.zip generated from the .scml file. When I autocompile, I get : <Symbol name="symbol0">where i should have, according to the other mod that runs well : <Symbol name="swap_myobject">The same difference is noticeable in the animation.xml file in the same zip file ; I get :<element name="symbol0" layername="timeline_0" frame="0" z_index="1" m_a="1.000000" m_b="0.000000" m_c="0.000000" m_d="1.000000" m_tx="-40.999966" m_ty="-153.999908"/>where it should be, still acording to the same mod :<element name="swap_myobject" layername="timeline_0" frame="0" z_index="1" m_a="1.000000" m_b="0.000000" m_c="0.000000" m_d="1.000000" m_tx="-40.999966" m_ty="-153.999908"/>And no matter how much I try to alterate it directly there, when I autocompile to get the correct animations, the zip is automaticaly remplaced with these and the build.bin is still incorrect, with this "symbol0".  This is my first mod, so I may have overlooked something obvious, and I apologize if that's the case, but I would be really grateful if someone could help me, thank you very much in advance and sorry for the long post ! (and I apologize for the mistakes too, I'm french) Link to comment Share on other sites More sharing options...
Gryfuz Posted July 20, 2015 Share Posted July 20, 2015 @Gryfuz, upload the mod with the weapon, with the assets, in a zip.  After that a person has already helped me, thank you anyways Link to comment Share on other sites More sharing options...
Altefkat Posted July 20, 2015 Share Posted July 20, 2015 And I still managed to forget to attach the zip with my mod. Here it is. I didn't create the graphics yet, I just borrowed them from the sample and the mod I used just to test it. Thank you in advance again ! toonlink.zip  Link to comment Share on other sites More sharing options...
dragonacool Posted July 20, 2015 Share Posted July 20, 2015 im getting the same issue, also my projectile wont show up either. Link to comment Share on other sites More sharing options...
Altefkat Posted July 23, 2015 Share Posted July 23, 2015 Sorry to insist but, did anybody find a solution ? I'm really desperate, no matter what I try it still won't work... 1 Link to comment Share on other sites More sharing options...
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