Seilakk Posted October 11, 2017 Share Posted October 11, 2017 I am working on a char that has night vision when holding a torch, i already have a nightvision code that works at night but i want it to only work when i equip a torch Spoiler local FODASE = { night = "images/colour_cubes/purple_moon_cc.tex", full_moon = "images/colour_cubes/purple_moon_cc.tex", } local function toneiai(inst, enable) if TheWorld.state.isnight or TheWorld:HasTag("cave") then inst.components.playervision:ForceNightVision(true) inst.components.playervision:SetCustomCCTable(FODASE) else inst.components.playervision:ForceNightVision(false) inst.components.playervision:SetCustomCCTable(nil) end end local function common_init(inst) toneiai(inst) inst:WatchWorldState( "isday", function() toneiai(inst) end) inst:WatchWorldState( "isdusk", function() toneiai(inst) end) inst:WatchWorldState( "isnight", function() toneiai(inst) end) inst:WatchWorldState( "iscaveday", function() toneiai(inst) end) inst:WatchWorldState( "iscavedusk", function() toneiai(inst) end) inst:WatchWorldState( "iscavenight", function() toneiai(inst) end) end Could anyone help me? Link to comment Share on other sites More sharing options...
Sir_Kasalott Posted October 16, 2017 Share Posted October 16, 2017 I think that using something like this may work... local function equiptorch(inst) local hand = inst.replica.inventory:GetEquippedItem(EQUIPSLOTS.HANDS) if hand.prefab == "torch" then inst:DoTaskInTime(0.0, function() if TheWorld.state.isnight or TheWorld:HasTag("cave") then inst.components.playervision:ForceNightVision(true) inst.components.playervision:SetCustomCCTable(FODASE) else inst.components.playervision:ForceNightVision(false) inst.components.playervision:SetCustomCCTable(nil) end end) end end inst:ListenForEvent("equip", equiptorch) One problem I can see with using this is that you will need to reequip the torch to update it if you equip it before night. I'm sorry if this doesn't help, I thought id try. -Taps Link to comment Share on other sites More sharing options...
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