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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

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https://forums.kleientertainment.com/forums/topic/71094-modding-help/
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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 by SuperDavid
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

 

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