Ray025 Posted February 9, 2018 Share Posted February 9, 2018 I need help moding a fishing rod so, that it has infinite durability. Can someone fix my fishinrod.lua? local assets = { Asset("ANIM", "anim/fishinrod.zip"), Asset("ANIM", "anim/swap_fishinrod.zip"), Asset("ATLAS", "images/inventoryimages/fishinrod.xml"), Asset("IMAGE", "images/inventoryimages/fishinrod.tex"), } local prefabs = { "test" } local function fn(colour) local function onequip (inst, owner) owner.AnimState:OverrideSymbol("swap_object", "swap_fishingrod", "swap_fishingrod") owner.AnimState:OverrideSymbol("fishingline", "swap_fishingrod", "fishingline") owner.AnimState:OverrideSymbol("FX_fishing", "swap_fishingrod", "FX_fishing") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") end local function onunequip(inst, owner) owner.AnimState:Hide("ARM_carry") owner.AnimState:Show("ARM_normal") owner.AnimState:ClearOverrideSymbol("fishingline") owner.AnimState:ClearOverrideSymbol("FX_fishing") end end local function fn() local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst.entity:AddNetwork() MakeInventoryPhysics(inst) inst.AnimState:SetBank("fishingrod") inst.AnimState:SetBuild("fishingrod") inst.AnimState:PlayAnimation("idle") inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst:AddComponent("weapon") inst.components.weapon:SetDamage(TUNING.FISHINGROD_DAMAGE) inst.components.weapon.attackwear = 4 ----- inst:AddComponent("fishingrod") inst.components.fishingrod:SetWaitTimes(4, 40) inst.components.fishingrod:SetStrainTimes(0, 5) ------- inst:AddComponent("inspectable") inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "fishinrod" inst.components.inventoryitem.atlasname = "images/inventoryimages/fishinrod.xml" inst:AddComponent("equippable") inst.components.equippable:SetOnEquip( OnEquip ) inst.components.equippable:SetOnUnequip( OnUnequip ) MakeHauntableLaunch(inst) return inst end return Prefab("common/inventory/fishinrod", fn, assets) Link to comment https://forums.kleientertainment.com/forums/topic/87312-fishing-rod-mod/ Share on other sites More sharing options...
Aquaterion Posted February 9, 2018 Share Posted February 9, 2018 local assets = { Asset("ANIM", "anim/fishinrod.zip"), Asset("ANIM", "anim/swap_fishinrod.zip"), Asset("ATLAS", "images/inventoryimages/fishinrod.xml"), Asset("IMAGE", "images/inventoryimages/fishinrod.tex"), } local function onequip (inst, owner) owner.AnimState:OverrideSymbol("swap_object", "swap_fishingrod", "swap_fishingrod")--owner.AnimState:OverrideSymbol("swap_object", "swap_fishinrod", "swap_fishinrod") owner.AnimState:OverrideSymbol("fishingline", "swap_fishingrod", "fishingline")--owner.AnimState:OverrideSymbol("fishingline", "swap_fishinrod", "fishingline") owner.AnimState:OverrideSymbol("FX_fishing", "swap_fishingrod", "FX_fishing")--owner.AnimState:OverrideSymbol("FX_fishing", "swap_fishinrod", "FX_fishing") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") end local function onunequip(inst, owner) owner.AnimState:Hide("ARM_carry") owner.AnimState:Show("ARM_normal") owner.AnimState:ClearOverrideSymbol("fishingline") owner.AnimState:ClearOverrideSymbol("FX_fishing") end local function fn() local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst.entity:AddNetwork() MakeInventoryPhysics(inst) inst.AnimState:SetBank("fishingrod")--inst.AnimState:SetBank("fishinrod") inst.AnimState:SetBuild("fishingrod")--inst.AnimState:SetBuild("fishinrod") inst.AnimState:PlayAnimation("idle") inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst:AddComponent("weapon") inst.components.weapon:SetDamage(TUNING.FISHINGROD_DAMAGE) inst.components.weapon.attackwear = 4 ------- inst:AddComponent("fishingrod") inst.components.fishingrod:SetWaitTimes(4, 40) inst.components.fishingrod:SetStrainTimes(0, 5) ------- inst:AddComponent("inspectable") inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "fishinrod" inst.components.inventoryitem.atlasname = "images/inventoryimages/fishinrod.xml" ------- inst:AddComponent("equippable") inst.components.equippable:SetOnEquip(OnEquip) inst.components.equippable:SetOnUnequip(OnUnequip) MakeHauntableLaunch(inst) return inst end return Prefab("common/inventory/fishinrod", fn, assets) Didnt really test or anything but I fixed the things I noticed that were wrong. I left comments of certain things I wasn't sure you wanted to change Link to comment https://forums.kleientertainment.com/forums/topic/87312-fishing-rod-mod/#findComment-1001545 Share on other sites More sharing options...
Ray025 Posted February 9, 2018 Author Share Posted February 9, 2018 3 hours ago, Aquaterion said: local assets = { Asset("ANIM", "anim/fishinrod.zip"), Asset("ANIM", "anim/swap_fishinrod.zip"), Asset("ATLAS", "images/inventoryimages/fishinrod.xml"), Asset("IMAGE", "images/inventoryimages/fishinrod.tex"), } local function onequip (inst, owner) owner.AnimState:OverrideSymbol("swap_object", "swap_fishingrod", "swap_fishingrod")--owner.AnimState:OverrideSymbol("swap_object", "swap_fishinrod", "swap_fishinrod") owner.AnimState:OverrideSymbol("fishingline", "swap_fishingrod", "fishingline")--owner.AnimState:OverrideSymbol("fishingline", "swap_fishinrod", "fishingline") owner.AnimState:OverrideSymbol("FX_fishing", "swap_fishingrod", "FX_fishing")--owner.AnimState:OverrideSymbol("FX_fishing", "swap_fishinrod", "FX_fishing") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") end local function onunequip(inst, owner) owner.AnimState:Hide("ARM_carry") owner.AnimState:Show("ARM_normal") owner.AnimState:ClearOverrideSymbol("fishingline") owner.AnimState:ClearOverrideSymbol("FX_fishing") end local function fn() local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst.entity:AddNetwork() MakeInventoryPhysics(inst) inst.AnimState:SetBank("fishingrod")--inst.AnimState:SetBank("fishinrod") inst.AnimState:SetBuild("fishingrod")--inst.AnimState:SetBuild("fishinrod") inst.AnimState:PlayAnimation("idle") inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst:AddComponent("weapon") inst.components.weapon:SetDamage(TUNING.FISHINGROD_DAMAGE) inst.components.weapon.attackwear = 4 ------- inst:AddComponent("fishingrod") inst.components.fishingrod:SetWaitTimes(4, 40) inst.components.fishingrod:SetStrainTimes(0, 5) ------- inst:AddComponent("inspectable") inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "fishinrod" inst.components.inventoryitem.atlasname = "images/inventoryimages/fishinrod.xml" ------- inst:AddComponent("equippable") inst.components.equippable:SetOnEquip(OnEquip) inst.components.equippable:SetOnUnequip(OnUnequip) MakeHauntableLaunch(inst) return inst end return Prefab("common/inventory/fishinrod", fn, assets) Didnt really test or anything but I fixed the things I noticed that were wrong. I left comments of certain things I wasn't sure you wanted to change it crashes Link to comment https://forums.kleientertainment.com/forums/topic/87312-fishing-rod-mod/#findComment-1001610 Share on other sites More sharing options...
Aquaterion Posted February 9, 2018 Share Posted February 9, 2018 well providing a crash log would be ideal.. Link to comment https://forums.kleientertainment.com/forums/topic/87312-fishing-rod-mod/#findComment-1001636 Share on other sites More sharing options...
Ray025 Posted February 9, 2018 Author Share Posted February 9, 2018 21 minutes ago, Aquaterion said: well providing a crash log would be ideal.. DST.exe stops running and doesn't give any crash log. I've tried to find the problem in client_log and found the following: 00:01:10]: ..\source\animlib\animmanager.cpp(517) :: Tried to add build [fishingrod] from file [../mods/Test(3)/anim/fishinrod.zip] but we've already added a build with that name! could that be the source of the problem? Link to comment https://forums.kleientertainment.com/forums/topic/87312-fishing-rod-mod/#findComment-1001642 Share on other sites More sharing options...
Aquaterion Posted February 9, 2018 Share Posted February 9, 2018 Most likely. Is your fishing rod going to look different, or will it just be the normal fishing rod with no durability? Link to comment https://forums.kleientertainment.com/forums/topic/87312-fishing-rod-mod/#findComment-1001643 Share on other sites More sharing options...
Ray025 Posted February 9, 2018 Author Share Posted February 9, 2018 5 hours ago, Aquaterion said: Most likely. Is your fishing rod going to look different, or will it just be the normal fishing rod with no durability? it will just be a normal fishing rod with no durability Link to comment https://forums.kleientertainment.com/forums/topic/87312-fishing-rod-mod/#findComment-1001834 Share on other sites More sharing options...
Aquaterion Posted February 9, 2018 Share Posted February 9, 2018 31 minutes ago, Ray025 said: it will just be a normal fishing rod with no durability then you probably don't need to have custom assets, just use the existing fishingrod's assets local assets = { Asset("ANIM", "anim/fishingrod.zip"), Asset("ANIM", "anim/swap_fishingrod.zip"), } local function onequip (inst, owner) owner.AnimState:OverrideSymbol("swap_object", "swap_fishingrod", "swap_fishingrod") owner.AnimState:OverrideSymbol("fishingline", "swap_fishingrod", "fishingline") owner.AnimState:OverrideSymbol("FX_fishing", "swap_fishingrod", "FX_fishing") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") end local function onunequip(inst, owner) owner.AnimState:Hide("ARM_carry") owner.AnimState:Show("ARM_normal") owner.AnimState:ClearOverrideSymbol("fishingline") owner.AnimState:ClearOverrideSymbol("FX_fishing") end local function fn() local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst.entity:AddNetwork() MakeInventoryPhysics(inst) inst.AnimState:SetBank("fishingrod") inst.AnimState:SetBuild("fishingrod") inst.AnimState:PlayAnimation("idle") inst:AddTag("fishingrod") inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst:AddComponent("weapon") inst.components.weapon:SetDamage(TUNING.FISHINGROD_DAMAGE) inst.components.weapon.attackwear = 4 ------- inst:AddComponent("fishingrod") inst.components.fishingrod:SetWaitTimes(4, 40) inst.components.fishingrod:SetStrainTimes(0, 5) ------- inst:AddComponent("inspectable") inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "fishingrod" --inst.components.inventoryitem.atlasname = "images/inventoryimages/fishingrod.xml" ------- inst:AddComponent("equippable") inst.components.equippable:SetOnEquip(OnEquip) inst.components.equippable:SetOnUnequip(OnUnequip) MakeHauntableLaunch(inst) return inst end return Prefab("common/inventory/fishinrod", fn, assets) Link to comment https://forums.kleientertainment.com/forums/topic/87312-fishing-rod-mod/#findComment-1001855 Share on other sites More sharing options...
Ray025 Posted February 9, 2018 Author Share Posted February 9, 2018 25 minutes ago, Aquaterion said: then you probably don't need to have custom assets, just use the existing fishingrod's assets local assets = { Asset("ANIM", "anim/fishingrod.zip"), Asset("ANIM", "anim/swap_fishingrod.zip"), } local function onequip (inst, owner) owner.AnimState:OverrideSymbol("swap_object", "swap_fishingrod", "swap_fishingrod") owner.AnimState:OverrideSymbol("fishingline", "swap_fishingrod", "fishingline") owner.AnimState:OverrideSymbol("FX_fishing", "swap_fishingrod", "FX_fishing") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") end local function onunequip(inst, owner) owner.AnimState:Hide("ARM_carry") owner.AnimState:Show("ARM_normal") owner.AnimState:ClearOverrideSymbol("fishingline") owner.AnimState:ClearOverrideSymbol("FX_fishing") end local function fn() local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst.entity:AddNetwork() MakeInventoryPhysics(inst) inst.AnimState:SetBank("fishingrod") inst.AnimState:SetBuild("fishingrod") inst.AnimState:PlayAnimation("idle") inst:AddTag("fishingrod") inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst:AddComponent("weapon") inst.components.weapon:SetDamage(TUNING.FISHINGROD_DAMAGE) inst.components.weapon.attackwear = 4 ------- inst:AddComponent("fishingrod") inst.components.fishingrod:SetWaitTimes(4, 40) inst.components.fishingrod:SetStrainTimes(0, 5) ------- inst:AddComponent("inspectable") inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "fishingrod" --inst.components.inventoryitem.atlasname = "images/inventoryimages/fishingrod.xml" ------- inst:AddComponent("equippable") inst.components.equippable:SetOnEquip(OnEquip) inst.components.equippable:SetOnUnequip(OnUnequip) MakeHauntableLaunch(inst) return inst end return Prefab("common/inventory/fishinrod", fn, assets) so I should make a (whatever the name).lua with the code you sent me, and then put it in my character's start_inv. Did i miss the point? Link to comment https://forums.kleientertainment.com/forums/topic/87312-fishing-rod-mod/#findComment-1001873 Share on other sites More sharing options...
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