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Problem with invisible projectile


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Sorry for the double thread... but I posted this in the wrong section initially.

 

So, I'm rather new to modding so I'm probably making a very stupid mistake here aside from double posting :S I'm working on a mod of a huntress with a custom bow. My problem is that I can't seem to make the arrow projectile appear onscreen. I'm not sure how I should make the sprite for the arrow, does it need a BUILD animation?

 

Here are the codes to the bow and projectile prefabs

 

huntressbow.lua

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local assets=
    Asset("ANIM", "anim/huntressbow.zip"),
    Asset("ANIM", "anim/swap_huntressbow.zip"), 
 
 
    Asset("ATLAS", "images/inventoryimages/huntressbow.xml"),
    Asset("IMAGE", "images/inventoryimages/huntressbow.tex"),
}
 
 
local prefabs = 
{
}
 
 
 
 
local function onattack_huntressbow(inst, attacker, target)
 
 
    if attacker and attacker.components.health and attacker.components.hunger then
        attacker.components.health:DoDelta(-1)
attacker.components.hunger:DoDelta(-4)
    end
end
 
 
 
 
local function fn(colour)
 
 
    local function OnEquip(inst, owner) 
        
        owner.AnimState:OverrideSymbol("swap_object", "swap_huntressbow", "swap_huntressbow")
        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
 
 
    local inst = CreateEntity()
    local trans = inst.entity:AddTransform()
    local anim = inst.entity:AddAnimState()
    MakeInventoryPhysics(inst)
    
    anim:SetBank("huntressbow")
    anim:SetBuild("huntressbow")
    anim:PlayAnimation("idle")
 
 
    inst:AddComponent("inventoryitem")
    inst.components.inventoryitem.imagename = "huntressbow"
    inst.components.inventoryitem.atlasname = "images/inventoryimages/huntressbow.xml"
    
    inst:AddComponent("equippable")
    inst.components.equippable:SetOnEquip( OnEquip )
    inst.components.equippable:SetOnUnequip( OnUnequip )
inst.components.inventoryitem.keepondeath = true
 
 
inst:AddComponent("inspectable")
 
 
inst:AddTag("shadow")
  inst:AddComponent("weapon")
inst.components.weapon:SetOnAttack(onattack_huntressbow)
    inst.components.weapon:SetDamage(55)
    inst.components.weapon:SetRange(8, 10)
inst.components.weapon:SetProjectile("callista_projectile")
 
 
    return inst
end
 
 
return  Prefab("common/inventory/huntressbow", fn, assets, prefabs)

callista_projectile.lua

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local assets =
{
    Asset("ANIM", "anim/callista_projectile.zip"),
}
 
local function common(anim, bloom)
    local inst = CreateEntity()
 
    inst.entity:AddTransform()
    inst.entity:AddAnimState()
    inst.entity:AddNetwork()
 
    MakeInventoryPhysics(inst)
    RemovePhysicsColliders(inst)
 
    inst.AnimState:SetBank("callista_projectile")
    inst.AnimState:SetBuild("callista_projectile")
    inst.AnimState:PlayAnimation(anim)
    --anim:PlayAnimation("shot")
    
    if bloom ~= nil then
        inst.AnimState:SetBloomEffectHandle("shaders/anim.ksh")
    end
 
    inst:AddTag("projectile")
 
    if not TheWorld.ismastersim then
        return inst
    end
 
    inst.entity:SetPristine()
    
    inst:AddComponent("projectile")
    inst.components.projectile:SetSpeed(50)
    inst.components.projectile:SetOnHitFn(inst.Remove)
    inst.components.projectile:SetOnMissFn(inst.Remove)
 
    return inst
end
 
--local function ice()
  --  return common("callista_spin_loop")
--end
 
--local function fire()
  --  return common("callista_spin_loop", "shaders/anim.ksh")
--end
 
return Prefab("common/inventory/ice_projectile", ice, assets),
       Prefab("common/inventory/callista_projectile", fire, assets)

 

And the zipped folder with the scml file for the projectile:

 

callista_projectile.zip

 

What am I doing wrong? 

 

Thanks in advance ^^

 

PS: I took Madoka's mod as a reference, so the code is pratically the same in this part, I plan on making changes (such as damage and hunger drain) as soon as I get the bow and arrow to fire properly and the animations to play out.

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    inst.AnimState:SetBank("callista_projectile")     inst.AnimState:SetBuild("callista_projectile")     inst.AnimState:PlayAnimation(anim)     --anim:PlayAnimation("shot")

Shouldn't the "play animation" be commented out?

 

 

My problem is that I can't seem to make the arrow projectile appear onscreen. I'm not sure how I should make the sprite for the arrow, does it need a BUILD animation?

So I'm assuming that you did make an arrow, right? Well, it certainly needs a spriter project. Maybe it's a good idea to use other mods as reference like the "throwable spears" mod. Then use ktools to turn anim folders into spriter projects. Then you'll have basicly everything set up for you, you'll just need to use the png files (that you'll also get with ktools) to draw your arrow in and apply that to your code.

 

I hope this helps. I gave it a shot because I saw you didn't get any reply, but I really don't know much about this. That's why I'm referencing you to other mods to look at ^^'. And ktools. Ktools is awesome.

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Actually you have that in the base game already. You can look at the blowdart. But basically yeah you need a png and a spriter file for your arrow, it's like any other entity in the game. It can be put wothin the same spriter project than your bow though.

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