Muche

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About Muche

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  1. I tried to resize the goldchest in only idle animation and it worked. (other animations use resizing as well and they work too). Did you resize the image object in all key frames? I noticed that spriter doesn't update object properties (position, scale, angle) when the timeline frame number changes as I would expect. I had to clear the selection and select the image object again to see its new properies.
  2. The most interesting part is of course "for some reason", that is, it seems the author fixed the bug without knowing why it occured in the first place.
  3. Could you attach the whole mod (including exported folder), so I could try it?
  4. 1) When a structure is built: components/builder|DoBuild() spawns the entity (i.e. its fn function is run), then onbuilt event is pushed (i.e. your onbuilt function is called) 2) When a structure is debug spawned: util|DebugSpawn() spawns the entity (i.e. its fn function is run). 3) When a structure is loaded from the save: mainfunctions|SpawnSaveRecord() spawns the entity (i.e. its fn function is run). Thus, you'll have to set the loop parameter for the AnimState:PlayAnimation() call in fn function as well. What do you mean by "messes up the animation"? Do you mean that the size changes suddenly when different animations are played?
  5. The second parameter for PlayAnimation/PushAnimation is a boolean for looping; setting it to true should make that animation loop.
  6. Please attach your log file that contains the crashlog. Client_log (if you're the client or are hosting a single-level world) can be found here: PC: Documents\Klei\DoNotStarveTogether\client_log.txt Mac: ~/Documents/Klei/DoNotStarveTogether/client_log.txt Linux: ~/.klei/DoNotStarveTogether/client_log.txt Server_log (if you're hosting a multi-level world): PC: Documents\Klei\DoNotStarveTogether\Cluster_{N}\Master\server_log.txt PC: Documents\Klei\DoNotStarveTogether\Cluster_{N}\Caves\server_log.txt where {N} is the number of the save slot.
  7. All prefabs are defined in files in prefabs folder. Prefab names don't necessarily match file name, for example prefabs/meats.lua defines most meats prefabs. Prefabs' display names are defined in strings.lua. So if you want to find out the source of, for example, Garland, in strings.lua you'll find FLOWERHAT = "Garland", that is, its prefab name is flowerhat. Searching all files under prefabs folder yields nothing, because although the flowerhat prefab is defined in prefabs/hats.lua, its name is created dynamically (by concatenating "flower" and "hat").
  8. @V2C / @Ipsquiggle, I think the crash mentioned above could be fixed by --- usercommands.lua +++ usercommands.fix.lua @@ -490,7 +490,7 @@ function AddModUserCommand(mod, name, data) if data.aliases ~= nil then for i,alias in ipairs(data.aliases) do hash = smallhash(alias) - usercommands[mod][hash] = {aliasfor=name} + modusercommands[mod][hash] = {aliasfor=name} end end end
  9. --- chessboard.lua +++ chessboard.fix.lua @@ -75,4 +75,4 @@ STRINGS.CHARACTERS.WX78.DESCRIBE.CHESSBOARD = "HALF THE PIECES ARE MISSING" --wx78 return Prefab( "common/chessboard", fn, assets, prefabs), - MakePlacer( "common/goldchest_placer", "chessboard", "chessboard", "idle" ) + MakePlacer( "common/chessboard_placer", "chessboard", "chessboard", "idle" )
  10. 1) onbuilt() function is not referenced anywhere. Add inst:ListenForEvent("onbuilt", onbuilt) into fn(). 2) onhit() function schedules hit animation, followed by closed animation that is not present in the scml. Replace closed with idle in onhit() function. 3) AFAIK, AnimState:PlayAnimation() replaces all currently scheduled animations, AnimState:PushAnimation() adds an animation at the end of the animation queue. So add a new opening animation, e.g. opening, then in onopen() function: inst.AnimState:PlayAnimation("opening") inst.AnimState:PushAnimation("open", true)
  11. The mod was actually disabled right after the first error - see line 1016 "[00:03:44]: Disabling More Actions because it had an error.". The reason there were so many messages is that the game successfully recovered from an error in a mod function, in this case function(inst) if GLOBAL.TheWorld.ismastersim then inst:AddComponent("interactions") end end (because interactions component was not found). Thus the error was able to happen again during loading of each entity of a prefab that the AddPrefabPostInit was used for. The final crash was caused by trying to display all those error messages on the screen.
  12. Attach you goldchest prefab file. Or compare your code with how treasurechest/icebox prefabs handle animations on those events.
  13. @SubiLover12, welcome to the forums. Your profile file got somehow corrupted with what appears to be the contents of a wav file, most probably during that windows freeze. Please remove the file Documents\Klei\DoNotStarveTogether\client_save\profile. Also, I would recommend doing a check of the drive for filesystem errors.
  14. When erasing his hair, did you use white color or no color (=transparent color)?