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I've spent the better part of my day trying to figure this out with no luck.

I've added a custom boomerang, everything worked out fine until I went to throw it then the texture disappears. 

Ive messed with 

owner.AnimState:OverrideSymbol("swap_object", "swap_pdisc", "pdisc")

and

  anim:SetBank("boomerang")
    anim:SetBuild("pdisc")
    anim:PlayAnimation("idle")
    anim:SetRayTestOnBB(true);

 

If i put boomerang into the first line I can no longer see the weapon in my hand before throwing.

Is this a code issue or a texture issue? 

 

Edited by Brassc
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https://forums.kleientertainment.com/forums/topic/94056-boomerang-retexture-issue/
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Please someone, trying so hard to get this working. 

I think it needs to be

local function OnEquip(inst, owner) 
    owner.AnimState:OverrideSymbol("swap_object", "swap_pdisc", "swap_boomerang")
    owner.AnimState:Show("ARM_carry") 
    owner.AnimState:Hide("ARM_normal") 
end 

-----------then

 

  anim:SetBank("boomerang")
    anim:SetBuild("pdisc")
    anim:PlayAnimation("idle")
    anim:SetRayTestOnBB(true);

 

However doing this no longer shows the disc in characters hand.  could someone at the least just explain to me how setbank / setbuild work with owner.AnimState:OverrideSymbol    

 

I also just tried switching the images to the default from this

 

with no luck still the same issue. Again messing with different combinations of    owner.AnimState:OverrideSymbol("swap_object", "swap_pdisc", "pdisc")  

Predator.zip

Edited by Brassc

SOLVED

This is what I needed

local function OnEquip(inst, owner) 
    owner.AnimState:OverrideSymbol("swap_object", "swap_pdisc", "pdisc")

 

  anim:SetBank("pdisc")
    anim:SetBuild("pdisc")
    anim:PlayAnimation("idle")
    anim:SetRayTestOnBB(true);

 

I then needed to open pdisc.scml and create the animation spin_loop underneath the already existing idle animation. Then recompile animations.

Huge thanks to CliffW for the help

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