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Question on how to make proper .scml for custom hat


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I went through forum to find a way to create custom hat, but still couldn't find a way to make it visible on equip with swap.

manage to create weapon, but no luck with hat.

 

overwrite default pivot for each .png - check

use "BUILD_PLAYER" with caps - check

 

also I'm not sure about overridesymbol is this a proper one or not. I just follow the latest topic I found.

owner.AnimState:OverrideSymbol("swap_hat", "white", "Hat")

attach files with .scml , .png and .lua that I use.

 

white.7z

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Just now, Aquaterion said:

 

it probably has to be like this;


owner.AnimState:OverrideSymbol("swap_hat", "swap_white", "swap_white")

 

 

 

 

It's visible now and I was derp for days. Thank you so much.

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On 4/3/2016 at 8:46 PM, 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)

 

No problem ^^, For future reference

Edited by Aquaterion
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