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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 by Darkforrest
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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

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")

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 by Darkforrest
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.

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