Eusong Posted August 7, 2017 Share Posted August 7, 2017 Basically I'm trying to make a shrine and I want the player to "worship" it rather than "activate" it. I tried using the code for making you "investigate" dirt piles, but it's not working. Here's my code. Spoiler local assets = { Asset("ANIM", "anim/Shrine_Elyon.zip"), } local prefabs = { "shrine_elyon", } local function Worship() return "WORSHIP" end local function onhammered(inst, worker) local pos = inst:GetPosition() local broken = SpawnPrefab("shrine_elyon") broken.Transform:SetPosition(pos:Get()) TheWorld:PushEvent("ms_sendlightningstrike", pos) inst:Remove() end local function onhit(inst, worker) local pos = inst:GetPosition() TheWorld:PushEvent("ms_sendlightningstrike", pos) end local function OnWorshipped(inst, doer) inst.AnimState:PlayAnimation("WorshipGift", false) doer.components.health:DoDelta(25,false,"shrine_elyon") doer.entity:AddTag("elyon") inst:DoTaskInTime(50, inst.AnimState:PlayAnimation("idle_loop", true) ) inst:DoTaskInTime(500, function() inst.components.activatable.inactive = true end ) end local function fn() local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddMiniMapEntity() inst.entity:AddSoundEmitter() inst.entity:AddNetwork() inst.entity:AddLight() MakeObstaclePhysics(inst, .2) --inst.MiniMapEntity:SetPriority(5) --inst.MiniMapEntity:SetIcon(name..".png") inst.AnimState:SetBank("Shrine_Elyon") inst.AnimState:SetBuild("Shrine_Elyon") inst.AnimState:PlayAnimation("idle_loop", true) inst:AddTag("structure") inst:AddTag("antlion_sinkhole_blocker") inst.Light:Enable(true) inst.Light:SetRadius(1) inst.Light:SetFalloff(1) inst.Light:SetIntensity(.5) inst.Light:SetColour(1, 1, 1) inst.Light:EnableClientModulation(true) inst.GetActivateVerb = Worship inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst:AddComponent("activatable") inst.components.activatable.OnActivate = OnWorshipped inst:AddComponent("inspectable") inst:AddComponent("workable") inst.components.workable:SetWorkAction(ACTIONS.HAMMER) inst.components.workable:SetWorkLeft(999) inst.components.workable:SetOnFinishCallback(onhammered) inst.components.workable:SetOnWorkCallback(onhit) inst:AddComponent("hauntable") inst.components.hauntable:SetHauntValue(TUNING.HAUNT_INSTANT_REZ) return inst end return Prefab("shrine_elyon", fn, assets, prefabs) Link to comment Share on other sites More sharing options...
Lumina Posted August 7, 2017 Share Posted August 7, 2017 Totally not sure but maybe you need a string to define the exact result of "workship" thing. I see this in files : #. STRINGS.ACTIONS.ACTIVATE.INVESTIGATE msgctxt "STRINGS.ACTIONS.ACTIVATE.INVESTIGATE" msgid "Investigate" msgstr "" So maybe you need something more than just put workship ? Link to comment Share on other sites More sharing options...
Eusong Posted August 8, 2017 Author Share Posted August 8, 2017 It works! Thank you so much. Link to comment Share on other sites More sharing options...
Lumina Posted August 8, 2017 Share Posted August 8, 2017 Always glad to help. Link to comment Share on other sites More sharing options...
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