Not_Wilson Posted July 26, 2016 Share Posted July 26, 2016 So I'm trying to find out why my crops are invisible on the farms, but not when I pick them. To reiterate, they are not invisible once as you put them down. On the plant, there's a custom crop I added called the "Banato". It's invisible, however. Here I've picked it and set it down. I've tried looking at the prefabs in the Waiter 101 mod and seeing if I was missing things, I even decompiled their anim files to see if there's an animation I need to call, and nothing. This has been eluding me for months. What do I do? Link to comment Share on other sites More sharing options...
Not_Wilson Posted July 26, 2016 Author Share Posted July 26, 2016 (edited) Bump. Seriously. I could use a hand. Edited July 26, 2016 by DextersComicLaboratory Link to comment Share on other sites More sharing options...
FaeLove Posted July 26, 2016 Share Posted July 26, 2016 i have no clue, but i have a mod that i use that does the same thing :/ Link to comment Share on other sites More sharing options...
MidrealmDM Posted July 27, 2016 Share Posted July 27, 2016 open your scml file where you put your "idle" animation create another animation called OnGround save and recompile your animations Kudos on the Banato Link to comment Share on other sites More sharing options...
Not_Wilson Posted July 27, 2016 Author Share Posted July 27, 2016 I don't understand. ;~; Even if I put in inst.AnimState:PlayAnimation("OnGround",true) it won't show up. I don't get it. Link to comment Share on other sites More sharing options...
Not_Wilson Posted July 28, 2016 Author Share Posted July 28, 2016 Bump. I noticed that the in game files don't have an OnGround animation. Link to comment Share on other sites More sharing options...
DarkXero Posted July 28, 2016 Share Posted July 28, 2016 This is what the plant calls local function onmatured(inst) inst.SoundEmitter:PlaySound("dontstarve/common/farm_harvestable") inst.AnimState:OverrideSymbol("swap_grown", inst.components.crop.product_prefab,inst.components.crop.product_prefab.."01") end which would be basically inst.AnimState:OverrideSymbol("swap_grown", "banato", "banato01") Now the question is the following: the symbol used for your "banato" build is "banato01"? You should decompile/imitate the tomango anim of the Waiter 101 mod. Link to comment Share on other sites More sharing options...
Not_Wilson Posted July 28, 2016 Author Share Posted July 28, 2016 Okay, it's working now. Thank you so much, DarkXero! Link to comment Share on other sites More sharing options...
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