TacoChingChong Posted July 10, 2015 Share Posted July 10, 2015 (edited) When I'm adding the new weapon, I just want to make sure I have everything right. - I added images\inventoryimages for the weapon image.- I added scripts\prefabs\newweapon.luaIMPORTANT (I think) lines of code that are inside prefabs\newweapon.lua are:local assets={ Asset("ANIM", "anim/newweapon.zip"), Asset("ANIM", "anim/swap_newweapon.zip"), Asset("ATLAS", "images/inventoryimages/newweapon.xml"), Asset("IMAGE", "images/inventoryimages/newweapon.tex"), local function fn()local inst = CreateEntity()inst.entity:AddTransform()inst.entity:AddAnimState() MakeInventoryPhysics(inst) inst.entity:AddTransform()inst.entity:AddAnimState()inst.entity:AddSoundEmitter() inst.entity:AddNetwork() inst.AnimState:SetBank("newweapon") inst.AnimState:SetBuild("newweapon") inst.AnimState:PlayAnimation("idle") if not TheWorld.ismastersim then return inst end local function OnEquip(inst, owner) owner.AnimState:OverrideSymbol("swap_object", "swap_newweapon", "swap_newweapon") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") end local function OnUnequip(inst, owner) owner.AnimState:Hide("ARM_carry") owner.AnimState:Show("ARM_normal") end inst:AddComponent("inventoryitem")inst.components.inventoryitem.keepondeath = true inst.components.inventoryitem.imagename = "elderwand" inst.components.inventoryitem.atlasname = "images/inventoryimages/newweaopn.xml" inst:AddComponent("equippable") inst.components.equippable:SetOnEquip( OnEquip ) inst.components.equippable:SetOnUnequip( OnUnequip )inst.components.inventoryitem.keepondeath = true inst:AddComponent("inspectable") inst:AddComponent("weapon")inst.components.weapon:SetOnAttack(onattack_newweapon) inst.components.weapon:SetDamage(75) inst.components.weapon:SetRange(8, 10)inst.components.weapon:SetProjectile("character_projectile") return inst end return Prefab("common/inventory/newweapon", fn, assets) - Added these lines of codes in modmain.lua: STRINGS.NAMES.ELDERWAND = "Example"STRINGS.CHARACTERS.GENERIC.DESCRIBE.ELDERWAND = "..." Is there anything I'm currently missing from all of this? And I'm curious on how the animations for the weapon will autocompile. Edited July 10, 2015 by TacoChingChong Link to comment https://forums.kleientertainment.com/forums/topic/56038-new-character-weapon/ Share on other sites More sharing options...
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