pickleplayer Posted August 12, 2015 Share Posted August 12, 2015 I thought I knew how to do this, but I guess I don't.I'm just trying to give my character an Item when the game runs. I put this in the character's .lua file under the local fn = function(inst)inst.component.inventory:GiveItem(SpawnPrefab("spear"))As soon as the world loads, the game just closes and kicks me back to desktop. No error report or anything. I swear this is supposed to work, isn't it? Is this not how you spawn items? Am I doing something wrong? Link to comment https://forums.kleientertainment.com/forums/topic/57028-dumb-question-about-spawning-items/ Share on other sites More sharing options...
NikMik Posted August 12, 2015 Share Posted August 12, 2015 (edited) Not exactly local spear = SpawnPrefab("spear")inst.components.inventory:GiveItem(spear) Would work. Because the first command is what spawns the item, and when it's called in the lines after that, it's just saying what to do with the entity. That may be a poor way of explaining it because I'm bad at werds. But, to have a character start with an item, that line of code is rather redundant. Assuming you're using a template, you should see: local start_inv = { } If not, adding it just at the top of the prefab - generally just under the asset list - will let you tell the character what item to start with. In your case, it would look like: local start_inv = { "spear"} Edited August 12, 2015 by Mr. Tiddles Link to comment https://forums.kleientertainment.com/forums/topic/57028-dumb-question-about-spawning-items/#findComment-662797 Share on other sites More sharing options...
pickleplayer Posted August 12, 2015 Author Share Posted August 12, 2015 Not exactly local spear = SpawnPrefab("spear")inst.components.inventory:GiveItem(spear) Would work. Because the first command is what spawns the item, and when it's called in the lines after that, it's just saying what to do with the entity. That may be a poor way of explaining it because I'm bad at werds. But, to have a character start with an item, that line of code is rather redundant. OHHH, I see what I was doing now.After trying out your code for a while and still getting crashes, I eventually realized why neither of them were working.I was using "inst.component" instead of "inst.componentS" (that tricky S)so now my original code: "inst.components.inventory:GiveItem(SpawnPrefab("spear"))" works just fine with the added S! But, uh, your version of the code still crashes the game when I apply the mod. No error log. I dunno why.I guess I don't need it now though. But thanks for your help! Oh, and it's not for a starting item. It's for something more complicated, I just needed to figure out why I couldn't spawn anything first d: Link to comment https://forums.kleientertainment.com/forums/topic/57028-dumb-question-about-spawning-items/#findComment-662806 Share on other sites More sharing options...
NikMik Posted August 12, 2015 Share Posted August 12, 2015 OHHH, I see what I was doing now.After trying out your code for a while and still getting crashes, I eventually realized why neither of them were working.I was using "inst.component" instead of "inst.componentS" (that tricky S)so now my original code: "inst.components.inventory:GiveItem(SpawnPrefab("spear"))" works just fine with the added S! But, uh, your version of the code still crashes the game when I apply the mod. No error log. I dunno why.I guess I don't need it now though. But thanks for your help! Oh, and it's not for a starting item. It's for something more complicated, I just needed to figure out why I couldn't spawn anything first d: It did? Actually, makes sense it would. I just assumed that wasn't a thing because I too missed the missing 's'. Link to comment https://forums.kleientertainment.com/forums/topic/57028-dumb-question-about-spawning-items/#findComment-662810 Share on other sites More sharing options...
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