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Showing results for tags 'moding'.
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Im trying to prefix a method BipedTransitionLayer.BeginTransition and clearly I did something wrong because as soon as dupes begin to move game just craches. And it seems that it didnt leave any logs behind of what had happened. I dont really know how to debug it. p.s. im new to harmony and c# patch.txt
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I've been working on this for a while. I'm giving up now. I think it will be better for me to get help. I'm making a weapon mod. I cannot add the sound file. This is my prefab. local assets= { Asset("ANIM", "anim/excalibur.zip"), Asset("ANIM", "anim/swap_excalibur.zip"), Asset("ATLAS", "images/inventoryimages/excalibur.xml"), Asset("IMAGE", "images/inventoryimages/excalibur.tex"), Asset("SOUNDPACKAGE", "sound/excalibur_sound.fev"), Asset("SOUND", "sound/excalibur_sound.fsb"), } local function IsValidVictim(victim) return victim ~= nil and not (victim:HasTag("sword") or victim:HasTag("kill") or victim:HasTag("king")) and victim.components.health ~= nil and victim.components.combat ~= nil end local function OnAttack(inst) inst.SoundEmitter:PlaySound("excalibur_sounds/sound/excalibur_attack") end local function OnTool(inst) inst.SoundEmitter:PlaySound("excalibur_sounds/sound/excalibur_tool") end local function onattack(attacker, target) if not target:IsValid() then return end if target.components.combat ~= nil then target.components.combat:SuggestTarget(attacker) end if target.components.sleeper ~= nil and target.components.sleeper:IsAsleep() then target.components.sleeper:WakeUp() end end local function fn() local function OnEquip(inst, owner) owner.AnimState:OverrideSymbol("swap_object", "swap_excalibur", "excalibur") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") inst.SoundEmitter:PlaySound("excalibur_sounds/sound/excalibur_equip") end local function OnUnequip(inst, owner) owner.AnimState:Hide("ARM_carry") owner.AnimState:Show("ARM_normal") inst.SoundEmitter:PlaySound("excalibur_sounds/sound/excalibur_unequip") end local inst = CreateEntity() local trans = inst.entity:AddTransform() local anim = inst.entity:AddAnimState() local sound = inst.entity:AddSoundEmitter() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddNetwork() inst.entity:SetPristine() MakeInventoryPhysics(inst) MakeHauntableLaunch(inst) anim:SetBank("excalibur") anim:SetBuild("excalibur") anim:PlayAnimation("idle") if not TheWorld.ismastersim then return inst end inst:AddComponent("weapon") inst.components.weapon:SetOnAttack(onattack) inst.components.weapon:SetDamage(50) inst.components.weapon.onattack = OnAttack inst:AddComponent("tool") inst.components.tool:SetAction(ACTIONS.CHOP) inst:AddComponent("finiteuses") inst.components.finiteuses:SetMaxUses(250) inst.components.finiteuses:SetUses(250) inst.components.finiteuses:SetOnFinished(inst.Remove) inst:AddComponent("inspectable") inst:AddComponent("lootdropper") inst:AddComponent("tradable") inst:AddComponent("equippable") inst.components.equippable:SetOnEquip( OnEquip ) inst.components.equippable:SetOnUnequip( OnUnequip ) inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "excalibur" inst.components.inventoryitem.atlasname = "images/inventoryimages/excalibur.xml" inst:ListenForEvent("equip", function(inst, data) onequip(inst, data) end) inst:ListenForEvent("unequip", function(inst, data) onunequip(inst, data) end) return inst end return Prefab("common/inventory/excalibur", fn, assets, prefabs) What am I doing wrong?
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- sound
- sound effect
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(and 5 more)
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