drecalen Posted October 23, 2016 Share Posted October 23, 2016 so i have a few bugs im trying to iron out currently, first, my character is NOT showing up, as in, he is INVISIBLE when playing the game i did previously use paint.net, and MADE SURE to save it as 32-bit, not auto-detect. still not working second, im trying to merge two transform codes together local function GetStatus(inst) if inst:HasTag("playerghost") then return "ghost_drecalen" end local sanity = inst.components.sanity.current if sanity > 40 then return "drecalen" elseif (5 < sanity) and (sanity <= 40) then return "insane_drecalen" elseif sanity <= 5 then return "psycho_drecalen" end end and inst:ListenForEvent("locomote", function() if inst:HasTag("playerghost") then return end if inst.AnimState:GetCurrentFacing() == 2 then inst.AnimState:SetBuild("mychar") -- left animation elseif inst.AnimState:GetCurrentFacing() == 0 then inst.AnimState:SetBuild("mychar_right") -- right animation end end) these two together third, the bigportrait is offcenter Link to comment https://forums.kleientertainment.com/forums/topic/71094-modding-help/ Share on other sites More sharing options...
. . . Posted October 24, 2016 Share Posted October 24, 2016 (edited) 1) my character is NOT showing up, as in, he is INVISIBLE when playing the game This sounds like you did not autocompile your character's textures correctly, make sure you have no pngs images missing & that all your texture build names are in your character's assets in mycharacter.lua. for example any new texture you make for your character has to be put in "local assets" look at how it's done for my character & you should understand. local assets = { Asset( "ANIM", "anim/adam.zip"), Asset( "ANIM", "anim/hide_adam.zip"), Asset( "ANIM", "anim/insane_adam.zip"), Asset( "ANIM", "anim/wendy_adam.zip"), Asset( "ANIM", "anim/berserker_wathgrithr_adam.zip"), Asset( "ANIM", "anim/gelid_wathgrithr_adam.zip"), Asset( "ANIM", "anim/wathgrithr_adam.zip"), Asset( "ANIM", "anim/dancer_adam.zip"), Asset( "ANIM", "anim/flawless_adam.zip"), Asset( "ANIM", "anim/flawless_hide_adam.zip"), Asset( "ANIM", "anim/flawless_gelid_adam.zip"), Asset( "ANIM", "anim/yogi_adam.zip"), Asset( "ANIM", "anim/gelid_adam.zip"), Asset( "ANIM", "anim/gelid_hide_adam.zip"), Asset( "ANIM", "anim/gelid_insane_adam.zip"), Asset( "ANIM", "anim/berserker_tieravil.zip"), Asset( "ANIM", "anim/tieravil.zip"), Asset( "ANIM", "anim/hide_tieravil.zip"), Asset("SCRIPT", "scripts/prefabs/player_common.lua"), } 2) I think get rid of the GetStatus thing & just let the locomotor set all the textures, especially if you're going to have left & right textures for the insane & psycho versions, if you're not gonna have left & right for the insane & psycho versions then just remove the " inst.AnimState:GetCurrentFacing() == 2/0 " from them I think this should work fine, I think. inst:ListenForEvent("locomote", function() if inst:HasTag("playerghost") then return end local sanity = inst.components.sanity.current if inst.AnimState:GetCurrentFacing() == 2 and sanity > 40 then inst.AnimState:SetBuild("mychar") -- left normal elseif inst.AnimState:GetCurrentFacing() == 0 and sanity > 40 then inst.AnimState:SetBuild("mychar_right") -- right normal elseif inst.AnimState:GetCurrentFacing() == 2 and sanity > 5 then inst.AnimState:SetBuild("insane_drecalen") -- left insane, remove "inst.AnimState:GetCurrentFacing() == 2" if he doesn't have a insane right_build elseif inst.AnimState:GetCurrentFacing() == 0 and sanity > 5 then inst.AnimState:SetBuild("insane_drecalen_right") -- right insane, remove this elseif if he doesn't have insane right_build elseif inst.AnimState:GetCurrentFacing() == 2 and sanity < 5 then inst.AnimState:SetBuild("psycho_drecalen") -- left psycho, remove "inst.AnimState:GetCurrentFacing() == 2" if he doesn't have a psycho right_build elseif inst.AnimState:GetCurrentFacing() == 0 and sanity < 5 then inst.AnimState:SetBuild("psycho_drecalen_right") -- right psycho, remove this elseif if he doesn't have psycho right_build end end) 18 hours ago, drecalen said: third, the bigportrait is offcenter 3) To change any textures positions you will have to adjust their positions in their respective png files with a painting tool. I hope this helps ! Edited October 24, 2016 by SuperDavid Link to comment https://forums.kleientertainment.com/forums/topic/71094-modding-help/#findComment-829054 Share on other sites More sharing options...
drecalen Posted October 25, 2016 Author Share Posted October 25, 2016 On 10/24/2016 at 2:08 PM, SuperDavid said: 1) This sounds like you did not autocompile your character's textures correctly, make sure you have no pngs images missing & that all your texture build names are in your character's assets in mycharacter.lua. for example any new texture you make for your character has to be put in "local assets" look at how it's done for my character & you should understand. local assets = { Asset( "ANIM", "anim/adam.zip"), Asset( "ANIM", "anim/hide_adam.zip"), Asset( "ANIM", "anim/insane_adam.zip"), Asset( "ANIM", "anim/wendy_adam.zip"), Asset( "ANIM", "anim/berserker_wathgrithr_adam.zip"), Asset( "ANIM", "anim/gelid_wathgrithr_adam.zip"), Asset( "ANIM", "anim/wathgrithr_adam.zip"), Asset( "ANIM", "anim/dancer_adam.zip"), Asset( "ANIM", "anim/flawless_adam.zip"), Asset( "ANIM", "anim/flawless_hide_adam.zip"), Asset( "ANIM", "anim/flawless_gelid_adam.zip"), Asset( "ANIM", "anim/yogi_adam.zip"), Asset( "ANIM", "anim/gelid_adam.zip"), Asset( "ANIM", "anim/gelid_hide_adam.zip"), Asset( "ANIM", "anim/gelid_insane_adam.zip"), Asset( "ANIM", "anim/berserker_tieravil.zip"), Asset( "ANIM", "anim/tieravil.zip"), Asset( "ANIM", "anim/hide_tieravil.zip"), Asset("SCRIPT", "scripts/prefabs/player_common.lua"), } 2) I think get rid of the GetStatus thing & just let the locomotor set all the textures, especially if you're going to have left & right textures for the insane & psycho versions, if you're not gonna have left & right for the insane & psycho versions then just remove the " inst.AnimState:GetCurrentFacing() == 2/0 " from them I think this should work fine, I think. inst:ListenForEvent("locomote", function() if inst:HasTag("playerghost") then return end local sanity = inst.components.sanity.current if inst.AnimState:GetCurrentFacing() == 2 and sanity > 40 then inst.AnimState:SetBuild("mychar") -- left normal elseif inst.AnimState:GetCurrentFacing() == 0 and sanity > 40 then inst.AnimState:SetBuild("mychar_right") -- right normal elseif inst.AnimState:GetCurrentFacing() == 2 and sanity > 5 then inst.AnimState:SetBuild("insane_drecalen") -- left insane, remove "inst.AnimState:GetCurrentFacing() == 2" if he doesn't have a insane right_build elseif inst.AnimState:GetCurrentFacing() == 0 and sanity > 5 then inst.AnimState:SetBuild("insane_drecalen_right") -- right insane, remove this elseif if he doesn't have insane right_build elseif inst.AnimState:GetCurrentFacing() == 2 and sanity < 5 then inst.AnimState:SetBuild("psycho_drecalen") -- left psycho, remove "inst.AnimState:GetCurrentFacing() == 2" if he doesn't have a psycho right_build elseif inst.AnimState:GetCurrentFacing() == 0 and sanity < 5 then inst.AnimState:SetBuild("psycho_drecalen_right") -- right psycho, remove this elseif if he doesn't have psycho right_build end end) I hope this helps ! Sir, I thank you. I thank you so much Link to comment https://forums.kleientertainment.com/forums/topic/71094-modding-help/#findComment-829414 Share on other sites More sharing options...
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