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Eusong

How to make hand slot equippable object show up in FRONT of character instead of behind?

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spideswine    278
9 minutes ago, Silentdarkness1 said:

Wait..........now that you mention it, isn't there an API for modded custom skins? Although even if we did do that, we'd need a way to force that skin to always be on.

EDIT: No, that wouldn't work either. Illegal to do that to make it work with standard characters.

It's not really a skin, it's a workaround, and klei are generally reasonable.

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Silentdarkness1    1161

From Klei community members. Rules are rules, and I really don't want to risk running afoul of Klei because I skirted the rules a bit too much.

Now, if someone from Klei was to give the go-ahead, then I guess we could try that.

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Silentdarkness1    1161

UPDATE:

So, after having gotten someone else to pitch in and help on Discord, we managed to make a great deal of progress:

 

unknown.png

 

Many thanks to @PeterA for the piece of code that helped us get this far!

However, there is now a new problem after unequipping.

unknown.png

The hand animations seem to be permanently borked after unequipping the shield.

local function onequip(inst, owner)
    owner.AnimState:OverrideSymbol("swap_object", "swap_buckler", "swap_buckler")
    owner.AnimState:SetMultiSymbolExchange("swap_object", "hand")
    owner.AnimState:Show("ARM_carry")
    owner.AnimState:Hide("ARM_normal")
    inst:ListenForEvent("blocked", OnBlocked, owner)

end

local function onunequip(inst, owner)
    owner.AnimState:SetMultiSymbolExchange("hand", "swap_object")
    owner.AnimState:Hide("ARM_carry")
    owner.AnimState:Show("ARM_normal")
    inst:RemoveEventCallback("blocked", OnBlocked, owner)
end

This is in the shield prefab file, not modmain. We're still trying to figure out why this isn't working out. We know about the build name, but that shouldn't be doing this. Any ideas would be appreciated.

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PeterA    8543

I suspect you'll run into some issues with the legs clothing and various shoes. The Symbol exchanges was added for that and I think only support a single exchange at a time. So beware there may be some bugs there :)

 

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PeterA    8543

It allows for up to two instances of a symbol in the animation to trade places in the layering with up to two instances of another symbol.

The main use case for this is for switching the layering between two leg symbols with two feet symbols when the pants have a large cuff than the feet.

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