Ryuushu Posted December 25, 2016 Share Posted December 25, 2016 (edited) So far I got my compass widget working, but when I try to change the default arrow for my custom one it doesn't shows up at all. I was digging around the files and it seems that the hud loads its resources by creating a prefab, but when I try to do the same it still doesn't works. My question is, how do I load an Anim for my hud element? I have the following: widgets/rotatingcompass.lua ... self.needle = self:AddChild(UIAnim()) self.needle:GetAnimState():SetBank("one_direction_needle") self.needle:GetAnimState():SetBuild("one_direction_needle") self.needle:GetAnimState():PlayAnimation("idle") ... prefabs/one_direction_needle.lua local assets = { Asset("ANIM", "anim/one_direction_needle.zip"), } local prefabs = { } --we don't actually instantiate this prefab. It's used for controlling asset loading local function fn() return CreateEntity() end return Prefab("one_direction_needle", fn, assets, prefabs) modmain.lua PrefabFiles = { "one_direction_needle", } Assets = { Asset("ANIM", "anim/one_direction_needle.zip") } ... Also, attaching the anim files. one_direction_needle.zip one_direction_needle[EXPORTED].zip EDIT: I'm doing something wrong with the anims. Setting the Bank to "compass_needle" (the one from the base game) and the Build to "one_direction_needle" (the one from my mod) seems to work. Edited December 25, 2016 by Ryuushu Link to comment https://forums.kleientertainment.com/forums/topic/72833-load-hud-animation/ Share on other sites More sharing options...
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