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Equipable Item


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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.

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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

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@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 by Seiai
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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 by Seiai
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@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?

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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 declared
LUA 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 declared
LUA 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 declared
LUA 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

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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?

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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 a

GLOBAL.STRINGS.NAMES.FIGHTSTICK = "Fight Stick"

in modmain.

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@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 :/

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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)

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