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About Renamon

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  1. if I remember correctly, lights are entities tied to the object and must be called to spawn in through a separate prefab. we treat them as a follower, otherwise the network will not register the light and it will be local only. -- an example of equipting and spawning a local entity local function onequip(inst, owner) -- print ("spawn light prfab on equip") = SpawnPrefab("examplelight") local follower =, "swap_body", 0, 0, 0) end -- example of deleting the entity when you take the item off local function onunequip(inst, owner) owner.AnimState:ClearOverrideSymbol("swap_body") inst:RemoveEventCallback("blocked", OnBlocked, owner) -- print ("deleting ent") = nil end --Example of item on ground putting off light local function Droppedexample(inst) if == nil then = SpawnPrefab("examplelight") local follower = follower:FollowSymbol(inst.GUID, "swap_object", 0, -110, 1) end end --example of final local function local function fn() local inst = CreateEntity() inst:ListenForEvent("ondropped", example) end -- ####################################seprate lua file that will be called when entity is called local function fn() print ("ent light has spawned") local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddLight() inst.entity:AddNetwork() inst:AddTag("FX") inst.Light:Enable(true) inst.Light:SetRadius(2) inst.Light:SetFalloff(0.25) inst.Light:SetIntensity(0.25) inst.Light:SetColour(255 / 255, 255 / 255, 255/ 255) inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst.persists = true return inst end return Prefab("examplelight", fn)
  2. the log error you are running into is because: The animation does not exist in the animation bank for ghost, therefore you are essentially attempting to call an animation that does not exist, you are perhaps attempting to call the animation too early before you swap back to the animation bank/build for wilson/generic character. ideally you need to prevent your code from calling before the banks swap that way you get your anim AFTER ghost has swapped. check around the way death works, look around the area and how a ghost is spawned/switched to. if the build cannot do your custom anim, your character will go invisible and freeze.
  3. look inside the stategraph and or the code for the touchstone in the game files. I THINK it is 'revivalstone' in the game files, I may be wrong, it has been a while since I looked in there. You will be looking for whats known as a 'symbol' for animation. the code usually dictates the start of an animation by using somewhere around the lines of : inst.AnimState:PlayAnimation good luck.
  4. hello, I am an animator/artist. I am the lead, art, animator, and coder for Renamon. I have been working on mod's and researching animations in dst since 2014, I figured all that out in 2016. I know how to use spriter very, very, VERY well. so well that I have my own custom walk, movement, and other types of animations for this mod. I can control almost any type of animation in the game given the chance. IF you can explain in detail what kind of issue with your animation you are facing I can attempt to explain the process behind spriter, animations, and DST, and hopefully solve your issue. I need to know if it is the compiling process, the animation process, adding it into game or something bigger.
  5. HOLY HELL, just as i'm about to release my mod bugless tons of bugs come in, IN A GREAT WAY THANK YOU KLEI!!
  6. Thank you for your response, since the game calls to function the "swap_x" animations yet has no place in the build for characters, it would be better to create an alternate .build and .anim for the existing armors, or simply merge the bank with your existing one..... so for anyone searching the forms in better terms for custom animations you will have to create your animations or copy them/ merge (spriter pro) add the armor sprites via spriter and give them the correct symbol so when the game attempts to play the old animation in your animation bank it will draw from what you have pooled and allow it to draw from your bank without causing invisibility or not display your armor set. then set a code to listen for the change of armor. call a state/ if/then to whenever an action is preformed, make sure to have a listener.symbols like all others might need a swap_body +direction, like other idle and action animations. inst.AnimState:OverrideSymbol("swap_body", "yourbankhere", "swap_body") Refer to halfrose's post to see other swap symbols.
  7. i'll have to look into the games files for future events; I've decided to disable armor and tools and create an alternate method of doing such actions. Do you know if "swap_body" a stand alone animation set, or a combined animation set, example: "anims/player" has the symbols buck_pst though wakeup in its .anim file, I need to find the build and anim files for the armors and I can't seem to find them in the anim folder... I would like to decompile it with krane if you happen to know which zip its in, thank you for the information
  8. look around the forms and see if "getclock" is 1.) in the correct format (if changing from dont starve to dont starve together check here, it describes whats changed.... 2.) a desired lua variable for the function your trying to perform "getclock" is Dont starve's way of doing the function of checking the games time. whereas don't starve together calls the clock differently.
  9. good to hear; I worked long and hard making it frame by frame then converting it into a format dont starve could use
  10. *IF* klei would let me redraw every skin and swap when equipped I would- work is not really my weak side; I'm basically redoing all the games animations anyways. the piviots are not the same at all; even the build and names for the builds are different which makes me laugh that its still appearing! as for not allowing skins, I've been looking for the code to do such to add it to the character.
  11. quick update some code was found here in regards to hiding stuff!!
  12. Greetings everyone, thank you for reading my post! Recently I've been having tons of issues with custom animations and certain things. Here is the idea and the issue; A custom animation that has already been created currently cannot display armors, I would like to change this. Are armors linked to the original dont starve animations? Or can they simply not play with custom animations. if not, what code can be added to prevent the display of armors, weapons, hats and tools? - found a solution to this, question is still unanswered. Thank you so much for your help.
  13. line 49, getclock is not a declared function local function UpdateMoonStats(inst) -- Get clock information local Clock = GetClock() local IsNight = Clock:IsNight() local MoonPhase = Clock:GetMoonPhase()