OdyseyFBI Posted December 6, 2015 Share Posted December 6, 2015 I make weapon mode for dst and when i craft in game and have this error, pls helpscreenshot: http://screenshot.ru/upload/image/NLt0 Link to comment https://forums.kleientertainment.com/forums/topic/60197-problem-with-weapon-mod-need-help/ Share on other sites More sharing options...
Fancy_Fox_Pers Posted December 6, 2015 Share Posted December 6, 2015 @OdyseyFBI, I think you should provide the code of your prefab for further assistance. Link to comment https://forums.kleientertainment.com/forums/topic/60197-problem-with-weapon-mod-need-help/#findComment-693386 Share on other sites More sharing options...
OdyseyFBI Posted December 6, 2015 Author Share Posted December 6, 2015 here, my prefab, can give a mod if neededlocal assets={ Asset("ANIM", "anim/revolver.zip"), Asset("ANIM", "anim/swap_revolver.zip"), Asset("IMAGE", "images/inventoryimages/revolver.tex"), Asset("ATLAS", "images/inventoryimages/revolver.xml"), Asset("IMAGE", "images/inventoryimages/bullet.tex"), Asset("ATLAS", "images/inventoryimages/bullet.xml"),}local function onequip(inst, owner) owner.AnimState:OverrideSymbol("swap_object", "swap_revolver", "symbol0") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") inst.components.container:Open(owner)endlocal function onunequip(inst, owner) owner.AnimState:Hide("ARM_carry") owner.AnimState:Show("ARM_normal") inst.components.container:Close(owner)endlocal function onattack(inst, attacker, target) inst.SoundEmitter:PlaySound("dontstarve/creatures/eyeballturret/shotexplo") if inst.components.container:Has("bullet", 1) then inst.components.container:ConsumeByName("bullet", 1) end if Auto then if inst.components.container:IsEmpty() then if attacker.sg and not attacker.sg:HasStateTag("busy") then attacker.AnimState:PlayAnimation("give") end inst:DoTaskInTime(0.5, function() if attacker.components.inventory:Has("bullet", 1) then inst.SoundEmitter:PlaySound("dontstarve/common/minerhatAddFuel") attacker.components.inventory:ConsumeByName("bullet", 1) inst.components.container:GiveItem(SpawnPrefab("bullet")) end end) endend if math.random() <= 0.2 then if target.components.combat then target.components.combat:GetAttacked(attacker, 20, nil, "revolver") end local pt = target:GetPosition() attacker:StartThread(function() for k = 1, 3 do local blood = SpawnPrefab("splash") blood.Transform:SetPosition(pt.x, 1.5, pt.z) blood.AnimState:SetMultColour(255/255,0/255,0/255,1) blood.Transform:SetScale(2, 2, 2) Sleep(.1) end end) endendlocal function onopen(inst) inst.SoundEmitter:PlaySound("dontstarve/wilson/backpack_open", "open")endlocal function onclose(inst) inst.SoundEmitter:PlaySound("dontstarve/wilson/backpack_close", "open")endlocal function itemtest(inst, item, slot) return item.prefab == "bullet" endlocal slotpos = {}for y = 0, .5 do --table.insert(slotpos, Vector3(-162, -y*75 + 114 ,0)) table.insert(slotpos, Vector3(-162 -448, -y*75 + 85 ,0))endlocal function rfn(Sim) local inst = CreateEntity() local trans = inst.entity:AddTransform() local anim = inst.entity:AddAnimState() inst.entity:AddSoundEmitter() MakeInventoryPhysics(inst) anim:SetBank("revolver") anim:SetBuild("revolver") anim:PlayAnimation("revolver") inst.Transform:SetScale(.8, .8, .8) inst:AddTag("sharp") inst:AddComponent("container") inst.components.container.itemtestfn = itemtest inst.components.container:SetNumSlots(#slotpos) inst.components.container.widgetslotpos = slotpos inst.components.container.widgetpos = Vector3(0,-376,100) inst.components.container.side_widget = true inst.components.container.type = "equippable" inst.components.container.onopenfn = onopen inst.components.container.onclosefn = onclose inst:AddComponent("weapon") inst.components.weapon:SetDamage(36) inst.components.weapon:SetRange(10, 12) inst.components.weapon:SetOnAttack(onattack) inst.components.weapon:SetProjectile("fire_projectile") inst:AddComponent("inspectable") inst:AddComponent("inventoryitem") inst.components.inventoryitem.atlasname="images/inventoryimages/revolver.xml" inst:AddComponent("equippable") inst.components.equippable:SetOnEquip( onequip ) inst.components.equippable:SetOnUnequip( onunequip ) inst:DoPeriodicTask(.5, function() if inst.components.equippable.isequipped then local owner = inst.components.inventoryitem.owner if not inst.components.container:Has("bullet", 1) then if inst.components.weapon then inst:RemoveComponent("weapon") end else if not inst.components.weapon then inst:AddComponent("weapon") inst.components.weapon:SetDamage(36) inst.components.weapon:SetRange(10, 12) inst.components.weapon:SetOnAttack(onattack) inst.components.weapon:SetProjectile("fire_projectile") end end end end) return instendlocal function OnIgniteFn(inst) inst.SoundEmitter:PlaySound("dontstarve/common/blackpowder_fuse_LP", "hiss") inst:DoTaskInTime(1.5, function() inst.Physics:SetMotorVelOverride(0,8,0) end)endlocal function OnExplodeFn(inst) local pos = Vector3(inst.Transform:GetWorldPosition()) inst.SoundEmitter:KillSound("hiss") inst.SoundEmitter:PlaySound("dontstarve/common/blackpowder_explo") local explode = SpawnPrefab("explode_small") local pos = inst:GetPosition() explode.Transform:SetPosition(pos.x, pos.y, pos.z) --local explode = PlayFX(pos,"explode", "explode", "small") explode.AnimState:SetBloomEffectHandle( "shaders/anim.ksh" ) explode.AnimState:SetLightOverride(1)endlocal function bfn(Sim) local inst = CreateEntity() local trans = inst.entity:AddTransform() local anim = inst.entity:AddAnimState() inst.entity:AddSoundEmitter() MakeInventoryPhysics(inst) anim:SetBank("revolver") anim:SetBuild("revolver") anim:PlayAnimation("bullet") --inst.Transform:SetScale(2, 2, 2) inst:AddTag("sharp") inst:AddComponent("inspectable") inst:AddComponent("stackable") inst.components.stackable.maxsize = 7 MakeSmallBurnable(inst, 3+math.random()*3) MakeSmallPropagator(inst) inst:AddComponent("explosive") inst.components.explosive:SetOnExplodeFn(OnExplodeFn) inst.components.explosive:SetOnIgniteFn(OnIgniteFn) inst.components.explosive.explosivedamage = 25 inst:AddComponent("inventoryitem") inst.components.inventoryitem.atlasname="images/inventoryimages/bullet.xml" return instendreturn Prefab( "common/inventory/revolver", rfn, assets), Prefab( "common/inventory/bullet", bfn, assets) Link to comment https://forums.kleientertainment.com/forums/topic/60197-problem-with-weapon-mod-need-help/#findComment-693387 Share on other sites More sharing options...
Fancy_Fox_Pers Posted December 6, 2015 Share Posted December 6, 2015 @OdyseyFBI, great, another thing I'm unfamiliar with x)... If I can't help you I hope someone else will... Shouldn't you have this if inst.components.container ~= nil then inst.components.container:Open(owner) endInstead of only this inst.components.container:Open(owner)? (And likewise for when the container closes) I think it's that kind of problem, because what I understand from the error is that the game doesn't quite fully recognize the container. But I could be mistaken (again, I'm very unfamiliar with this ^^') Hope you'll figure it out! Link to comment https://forums.kleientertainment.com/forums/topic/60197-problem-with-weapon-mod-need-help/#findComment-693451 Share on other sites More sharing options...
OdyseyFBI Posted December 6, 2015 Author Share Posted December 6, 2015 thank you for help,you know how you can create item but for Don't Starve Together or where you can get information about it because I don't know how to do like this mod for single Link to comment https://forums.kleientertainment.com/forums/topic/60197-problem-with-weapon-mod-need-help/#findComment-693515 Share on other sites More sharing options...
Fancy_Fox_Pers Posted December 7, 2015 Share Posted December 7, 2015 @OdyseyFBI, this tutorial will help. Link to comment https://forums.kleientertainment.com/forums/topic/60197-problem-with-weapon-mod-need-help/#findComment-694124 Share on other sites More sharing options...
ZupaleX Posted December 8, 2015 Share Posted December 8, 2015 If your object has a container components, you should just take a look at the backpack.lua for instance, you'll see that's not how you setup a container widget. Link to comment https://forums.kleientertainment.com/forums/topic/60197-problem-with-weapon-mod-need-help/#findComment-694951 Share on other sites More sharing options...
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