LongFeiaot Posted April 3, 2016 Share Posted April 3, 2016 (edited) I'm confuse for a long time. I know that the first parameter is the symbol. Someone tell me the second parameter is for build and third is for bank.However, it seems wrong. Edited April 10, 2016 by LongFeiaot 1 Link to comment Share on other sites More sharing options...
DarkXero Posted April 3, 2016 Share Posted April 3, 2016 inst.AnimState:OverrideSymbol("symbol_name", "build_name", "symbol_name_2") "symbol_name" is the name of a symbol of the build of inst you want to override. "build_name" is the name of the build where you are going to pull the new symbol to do the override. "symbol_name_2" is the name of the symbol of "build_name" that you are going to use to do the override. Example: owner.AnimState:OverrideSymbol("swap_body", "armor_wood", "swap_body") You use the symbol "swap_body" from "armor_wood" build to replace symbol "swap_body" on the build of owner (in this case, owner is a player, like Wilson; his build has a swap_body symbol) Link to comment Share on other sites More sharing options...
Aquaterion Posted April 3, 2016 Share Posted April 3, 2016 40 minutes ago, DarkXero said: inst.AnimState:OverrideSymbol("symbol_name", "build_name", "symbol_name_2") "symbol_name" is the name of a symbol of the build of inst you want to override. "build_name" is the name of the build where you are going to pull the new symbol to do the override. "symbol_name_2" is the name of the symbol of "build_name" that you are going to use to do the override. Example: owner.AnimState:OverrideSymbol("swap_body", "armor_wood", "swap_body") You use the symbol "swap_body" from "armor_wood" build to replace symbol "swap_body" on the build of owner (in this case, owner is a player, like Wilson; his build has a swap_body symbol) so is it possible to swap with inventory item textures? since they dont have a build Link to comment Share on other sites More sharing options...
LongFeiaot Posted April 4, 2016 Author Share Posted April 4, 2016 @DarkXero Thanks. Is the symbol the name of a folder in exported?And to make the symbol_name_2 available, the animname in spriter must be "BUILD"or"BUILD_PLAYER"? Link to comment Share on other sites More sharing options...
DarkXero Posted April 6, 2016 Share Posted April 6, 2016 On 4/4/2016 at 3:46 AM, LongFeiaot said: Is the symbol the name of a folder in exported? Yes. On 4/4/2016 at 3:46 AM, LongFeiaot said: And to make the symbol_name_2 available, the animname in spriter must be "BUILD"or "BUILD_PLAYER"? To make it available you just put the folder in the project. But doing this wouldn't do anything noticeable. To make all animations use it though, that's a lot of work. Wouldn't recommend. Link to comment Share on other sites More sharing options...
LongFeiaot Posted April 8, 2016 Author Share Posted April 8, 2016 (edited) @DarkXero I means that for a hat or handslot-equippable-item, I have to set anim name as BUILD or BUILD_PLAYER,otherwise I can't see it equiped. Other things I understand ,thanks. Edited April 8, 2016 by LongFeiaot Link to comment Share on other sites More sharing options...
DarkXero Posted April 8, 2016 Share Posted April 8, 2016 2 hours ago, LongFeiaot said: I means that for a hat or handslot-equippable-item, I have to set anim name as BUILD or BUILD_PLAYER,otherwise I can't see it equiped. For the item animation, it can be anything you want. For the swap_item, it has to be BUILD or BUILD_PLAYER. Like stated here (code for DST prefab is different but the animation process is the same): Link to comment Share on other sites More sharing options...
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