cosmicdreams Posted December 11, 2017 Share Posted December 11, 2017 so i added a food item to my mod and whenever i try to spawn it in this happens i read the error screen above and even checked the code over and over but i still didnt understand the problem here's the whole code if anyone wishes to see it local Assets = { Asset("ANIM", "anim/candyhorns.zip"), Asset("ATLAS", "images/inventoryimages/candyhorns.xml"), Asset("IMAGE", "images/inventoryimages/candyhorns.tex"), } local function fn() local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddNetwork() MakeInventoryPhysics(inst) inst.AnimState:SetBank("candyhorns") inst.AnimState:SetBuild("candyhorns") inst.AnimState:PlayAnimation("idle") inst:AddComponent("inventoryitem") inst.components.inventoryitem.atlasname = "images/inventoryimages/candyhorns.xml" inst:AddComponent("inspectable") inst:AddComponent("stackable") inst.components.stackable.maxsize = TUNING.STACK_SIZE_SMALLITEM inst:AddComponent("edible") inst.components.edible.healthvalue = 500 inst.components.edible.hungervalue = 500 inst.components.edible.sanityvalue = 500 inst.components.edible.foodtype = "MEAT" inst.components.edible:SetOnEatenFn(oneaten) return inst end return Prefab("common/inventory/candyhorns", fn, Assets) can someone please help? Link to comment Share on other sites More sharing options...
rons0n Posted December 11, 2017 Share Posted December 11, 2017 inst.components.edible:SetOnEatenFn(oneaten) What does this do? You didnt specify what happens in the code when the item is eaten. You can delete that line if you dont need it. Link to comment Share on other sites More sharing options...
K1NGT1GER609 Posted December 11, 2017 Share Posted December 11, 2017 Warning syntax errors maybe present, few lines of codes missing: inst.entity:SetPristine() --after inst.animstate:playanimation or you'll get some really strange errors if not TheWorld.ismastersim then --this is used heavily in dst code return inst end inst.components.edible.foodtype = FOODTYPE.MEAT --just incase if item type is wrong in the code above and yeah rons0n is right about the missing function oneaten is not declared so remove it. Link to comment Share on other sites More sharing options...
cosmicdreams Posted December 11, 2017 Author Share Posted December 11, 2017 Just now, rons0n said: inst.components.edible:SetOnEatenFn(oneaten) What does this do? You didnt specify what happens in the code when the item is eaten. You can delete that line if you dont need it. i was copying from another mod i knew that had an edible item, and i found that set of code, so i added oneaten because i didnt know what it did thats why i added it i got rid of it now and it works Just now, K1NGT1GER609 said: Warning syntax errors maybe present, few lines of codes missing: inst.entity:SetPristine() --after inst.animstate:playanimation or you'll get some really strange errors if not TheWorld.ismastersim then --this is used heavily in dst code return inst end inst.components.edible.foodtype = FOODTYPE.MEAT --just incase if item type is wrong in the code above yes thank you! the item works now thanks for the help you two Link to comment Share on other sites More sharing options...
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