monkeybee Posted April 17, 2018 Share Posted April 17, 2018 ok so im trying to make it so when u put something with the lightbattery tag in to sootys inventory it will act like a lamp but for some rasin its only doing the CheckBattery once then it wont do it ever agen in till the world is reloaded local assets= { Asset("ANIM", "anim/sooty.zip"), Asset("ANIM", "anim/swap_sooty.zip"), Asset("ATLAS", "images/inventoryimages/sooty.xml"), Asset("IMAGE", "images/inventoryimages/sooty.tex"), } TheNet:Say("1") -- this dose a thing im not sure what prefabs = { "sooty", "torchfire", } TheNet:Say("2") local function onfinished(inst) inst:Remove() end TheNet:Say("3") -- this dose a thing im not sure what local function onopen(inst) end TheNet:Say("4") local function onclose(inst) end TheNet:Say("5") local function LightBattery(item) return item:HasTag("lightbattery") end TheNet:Say("6") local function FindBattery(inst, fn) return inst.components.container:FindItem(fn) end local function OnEquip(inst, owner) owner.AnimState:OverrideSymbol("swap_object", "swap_sooty", "sooty") -- this is kinda a folder parth swap_object = exported folder > swap_prefab > prefab owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") local lightbattery = --[[ works for all forms ]] FindBattery(inst, LightBattery) if inst._lightbattery ~= lightbattery then TheNet:Say("check battery 1") -- its only checking for this on world load up ...y if lightbattery ~= nil then if inst._lightbattery == nil then TheNet:Say("ive got a battery") -- its only checking for this on world load up ...y inst.Light:Enable(true) end end elseif inst._lightbattery ~= nil then inst.Light:Enable(false) end inst._lightbattery = lightbattery TheNet:Say("OnEquip work") end -- this dose a thing im not sure what think it alowes to to go in to the hand slot local function OnUnequip(inst, owner) owner.AnimState:Hide("ARM_carry") owner.AnimState:Show("ARM_normal") end -- this dose a thing im not sure what think it alowes it to leave the hand slot local function fn(sim) local inst = CreateEntity() local trans = inst.entity:AddTransform() local anim = inst.entity:AddAnimState() local sound = inst.entity:AddSoundEmitter() inst.entity:AddLight() inst.Light:SetRadius(2.5) inst.Light:SetIntensity(.8) inst.Light:SetFalloff(.4) inst.Light:SetColour(180 / 255, 195 / 255, 150 / 255) inst.Light:Enable(true) inst.entity:AddTransform() -- this dose a thing im not sure what inst.entity:AddAnimState() -- this dose a thing im not sure what inst.entity:AddNetwork() -- this dose a thing im not sure what MakeInventoryPhysics(inst) -- this dose a thing im not sure what anim:SetBank("sooty") -- this dose a thing im not sure what anim:SetBuild("sooty") -- this dose a thing im not sure what anim:PlayAnimation("idle") -- this dose a thing im not sure what if not TheWorld.ismastersim then return inst end -- this dose a thing im not sure what inst.entity:SetPristine() -- this dose a thing im not sure what inst:AddComponent("inspectable") -- this dose a thing im not sure what think it alowes a player to inspect the item inst:AddComponent("inventoryitem") -- this dose a thing im not sure what inst.components.inventoryitem.imagename = "sooty" -- this dose a thing im not sure what think this is the pic it sues for inventory inst.components.inventoryitem.atlasname = "images/inventoryimages/sooty.xml" -- this dose a thing im not sure what inst:AddComponent("equippable") -- this dose a thing im not sure what think this makes the eqping work inst.components.equippable:SetOnEquip(OnEquip) inst.components.equippable:SetOnUnequip(OnUnequip) inst:AddComponent("container") inst.components.container:WidgetSetup("treasurechest") inst.components.container.onopenfn = onopen inst.components.container.onclosefn = onclose inst.components.equippable.dapperness = TUNING.DAPPERNESS_HUGE -- this makes it oso dapper return inst end TheNet:Say("8") -- this is the end return Prefab("common/inventory/sooty", fn, assets, prefabs) -- this dose a thing im not sure what Link to comment Share on other sites More sharing options...
monkeybee Posted April 17, 2018 Author Share Posted April 17, 2018 turns out that its just giving the light to the sooty item on the 1st time its put in the players hand from world load up then when its no longer in the players hand it wont light up no matter what in till the game is restarted or a new sooty it placed in the hand slot Link to comment Share on other sites More sharing options...
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