NyctoDarkMatter Posted February 1, 2016 Share Posted February 1, 2016 http://pastebin.com/qzifQtcP Alright, guys, do your stuff. This happens with the current build of Shovel Knight - Revived while one Shovel Knight is logged in and another one logs on. No idea what to look for since what I see points towards inventory.lua in base DS code. Link to comment Share on other sites More sharing options...
DarkXero Posted February 1, 2016 Share Posted February 1, 2016 @NyctoDarkMatter Who crashed? The server? The first client? The second client? It's just by logging in? No fancy armor equipped or anything on the first guy? The second one logs for the first time? You sure that both of you have the same mod without code differences? Link to comment Share on other sites More sharing options...
NyctoDarkMatter Posted February 1, 2016 Author Share Posted February 1, 2016 Sorry about that, @DarkXero. The client crashes and that is the client's report. Server disconnects client. Server continues running. Same version as I save test builds in a different folder, plus this was originally reported with the client's friend and his server. However, the code causes the player to gain armor and to automatically equip it when someone logs in. If you need it, I can give you any prefab file you need, such as winston.lua which is the player, or skarmorstalwartplate.lua if you need the armor's code. Sorry about the lack of info. I'm usually better about that. >.> Link to comment Share on other sites More sharing options...
DarkXero Posted February 1, 2016 Share Posted February 1, 2016 @NyctoDarkMatter maybe it has to deal with this inst._OnNewSpawn = inst.OnNewSpawn inst.OnNewSpawn = function() if inst.components.inventory ~= nil then inst.components.inventory.ignoresound = true local itemArmor = SpawnPrefab("skarmorstalwartplate") inst.components.inventory.activeitem = itemArmor inst.components.inventory:EquipActiveItem() inst.components.inventory:SetActiveItem(nil) inst.components.inventory.ignoresound = false end end comment it out and try again. Use local function OnNewSpawn(inst) local itemArmor = SpawnPrefab("skarmorstalwartplate") inst.components.inventory:Equip(itemArmor) end local function master_postinit(inst) inst.OnNewSpawn = OnNewSpawn end to try to start with the equipped armor instead. Link to comment Share on other sites More sharing options...
NyctoDarkMatter Posted February 1, 2016 Author Share Posted February 1, 2016 Alright, I will try this. Tyvm. Link to comment Share on other sites More sharing options...
NyctoDarkMatter Posted February 1, 2016 Author Share Posted February 1, 2016 Won't be able to test until tomorrow but I appreciate the help DarkXero. Will comment if more help is needed. Link to comment Share on other sites More sharing options...
NyctoDarkMatter Posted February 6, 2016 Author Share Posted February 6, 2016 @DarkXero I finally got the chance to test it and it's not fixed. Any other ideas? Dropbox Download If you're not comfortable downloading I understand, but that's the updated ZIP for you to take a look at. Probably only needed winston.lua but it's probably helpful... Link to comment Share on other sites More sharing options...
zUsername Posted February 6, 2016 Share Posted February 6, 2016 Try this. inst.components.inventoryitem.imagename = "skweaponshovelbladebasic" Link to comment Share on other sites More sharing options...
NyctoDarkMatter Posted February 8, 2016 Author Share Posted February 8, 2016 That shouldn't be needed. The item shows up fine. Link to comment Share on other sites More sharing options...
NyctoDarkMatter Posted February 17, 2016 Author Share Posted February 17, 2016 Does anyone else have ideas for this? Link to comment Share on other sites More sharing options...
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