Darkforrest Posted March 4, 2016 Share Posted March 4, 2016 (edited) i have been messing around with a sort of test mod , trying to build random objects and things, but i seem to be sorta stuck on getting a custom armor to display correctly visually, i gotten the coding the attributes down basiclly but i seem to be having issues making it appear when it is being worn, i know its half working due to the drop animaton being shown for what i put it as, and there seems to be no clear tutorial anywhere just for armor in a step by step manner to explain it other then jury rigging normal armor codes and going from there. so im guessing i set up the armor's side views name incorrectly in spriter is my main issue. -note armor is a placeholder currently it goes armor -> BUILD with pivot points being default and gets exported by the same name to anim's folder and i include it in the prefab, should this be something different? is there a certain flow in how naming tab/animations in spriter so it works on this line? owner.AnimState:OverrideSymbol("swap_body", "armor", "swap_body") or should there be more added to the line? this prefab is currently just a reskined logsuit at the moment for reference. Edited March 4, 2016 by Darkforrest Link to comment https://forums.kleientertainment.com/forums/topic/65109-custom-armor-help/ Share on other sites More sharing options...
Aquaterion Posted March 4, 2016 Share Posted March 4, 2016 47 minutes ago, Darkforrest said: i have been messing around with a sort of test mod , trying to build random objects and things, but i seem to be sorta stuck on getting a custom armor to display correctly visually, i gotten the coding the attributes down basiclly but i seem to be having issues making it appear when it is being worn, i know its half working due to the drop animaton being shown for what i put it as, and there seems to be no clear tutorial anywhere just for armor in a step by step manner to explain it other then jury rigging normal armor codes and going from there. so im guessing i set up the armor's side views name incorrectly in spriter is my main issue. -note armor is a placeholder currently it goes armor -> BUILD with pivot points being default and gets exported by the same name to anim's folder and i include it in the prefab, should this be something different? is there a certain flow in how naming tab/animations in spriter so it works on this line? owner.AnimState:OverrideSymbol("swap_body", "armor", "swap_body") or should there be more added to the line? this prefab is currently just a reskined logsuit at the moment for reference. If I remember correctly, in spriter, "armor" is the Entity name and "swap_body" is animation name Link to comment https://forums.kleientertainment.com/forums/topic/65109-custom-armor-help/#findComment-729746 Share on other sites More sharing options...
Darkforrest Posted March 4, 2016 Author Share Posted March 4, 2016 Seems to have no effect, when i set it up as armor->armor_swap in spriter and use this line owner.AnimState:OverrideSymbol("swap_body", "armor", "armor_swap") Link to comment https://forums.kleientertainment.com/forums/topic/65109-custom-armor-help/#findComment-729752 Share on other sites More sharing options...
zUsername Posted March 4, 2016 Share Posted March 4, 2016 2 hours ago, Darkforrest said: Seems to have no effect, when i set it up as armor->armor_swap in spriter and use this line owner.AnimState:OverrideSymbol("swap_body", "armor", "armor_swap") Can you send me the file so I can take a look? Link to comment https://forums.kleientertainment.com/forums/topic/65109-custom-armor-help/#findComment-729800 Share on other sites More sharing options...
Darkforrest Posted March 5, 2016 Author Share Posted March 5, 2016 here ya go ponchopack.zip Link to comment https://forums.kleientertainment.com/forums/topic/65109-custom-armor-help/#findComment-729932 Share on other sites More sharing options...
Aquaterion Posted March 5, 2016 Share Posted March 5, 2016 10 minutes ago, Darkforrest said: here ya go ponchopack.zip owner.AnimState:OverrideSymbol("swap_body", "brownponcho_swap", "swap_brownponcho") Afaik that should be it.. Link to comment https://forums.kleientertainment.com/forums/topic/65109-custom-armor-help/#findComment-729935 Share on other sites More sharing options...
zUsername Posted March 5, 2016 Share Posted March 5, 2016 18 hours ago, Darkforrest said: here ya go ponchopack.zip When you SetBank and SetBuild to "brownponcho_ground", you only can use animation name in brownponcho_ground.zip. In your case: owner.AnimState:OverrideSymbol("swap_body", "brownponcho_ground", "symbol0") Link to comment https://forums.kleientertainment.com/forums/topic/65109-custom-armor-help/#findComment-730192 Share on other sites More sharing options...
Darkforrest Posted March 5, 2016 Author Share Posted March 5, 2016 (edited) would'nt that line set the ground item drop animation to the one on the characters body which brownponcho_swap is supposed to be? so i guess it would be a better idea in a way to switch my anim zips into something very similar to the log suits zip and then use it in a similar way the normal log suits called? Edited March 5, 2016 by Darkforrest Link to comment https://forums.kleientertainment.com/forums/topic/65109-custom-armor-help/#findComment-730262 Share on other sites More sharing options...
zUsername Posted March 6, 2016 Share Posted March 6, 2016 4 hours ago, Darkforrest said: would'nt that line set the ground item drop animation to the one on the characters body which brownponcho_swap is supposed to be? so i guess it would be a better idea in a way to switch my anim zips into something very similar to the log suits zip and then use it in a similar way the normal log suits called? Yes. Link to comment https://forums.kleientertainment.com/forums/topic/65109-custom-armor-help/#findComment-730414 Share on other sites More sharing options...
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