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Problem with a backpack


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PrefabFiles = {    "marty",    "backpackm",} Assets = {    Asset( "IMAGE", "images/saveslot_portraits/marty.tex" ),    Asset( "ATLAS", "images/saveslot_portraits/marty.xml" ),     Asset( "IMAGE", "images/selectscreen_portraits/marty.tex" ),    Asset( "ATLAS", "images/selectscreen_portraits/marty.xml" ),     Asset( "IMAGE", "images/selectscreen_portraits/marty_silho.tex" ),    Asset( "ATLAS", "images/selectscreen_portraits/marty_silho.xml" ),     Asset( "IMAGE", "bigportraits/marty.tex" ),    Asset( "ATLAS", "bigportraits/marty.xml" ),         Asset( "IMAGE", "images/map_icons/marty.tex" ),    Asset( "ATLAS", "images/map_icons/marty.xml" ),         Asset( "IMAGE", "images/avatars/avatar_marty.tex" ),    Asset( "ATLAS", "images/avatars/avatar_marty.xml" ),         Asset( "IMAGE", "images/avatars/avatar_ghost_marty.tex" ),    Asset( "ATLAS", "images/avatars/avatar_ghost_marty.xml" ),} AddMinimapAtlas("images/marty.xml")  -- strings! Any "marty" below would have to be replaced by the prefab name of your character. -- The character select screen lines-- note: these are lower-case character nameGLOBAL.STRINGS.CHARACTER_TITLES.marty = "Traveller"GLOBAL.STRINGS.CHARACTER_NAMES.marty = "Marty"  -- Note! This line is especially important as some parts of the game require                                            -- the character to have a valid name.GLOBAL.STRINGS.CHARACTER_DESCRIPTIONS.marty = "*Likes to run and travel\n*Maybe do a backpack on start\n*Loves berries"GLOBAL.STRINGS.CHARACTER_QUOTES.marty = "\"We will travel?\"" -- You can also add any kind of custom dialogue that you would like. Don't forget to make-- categores that don't exist yet using = {}-- note: these are UPPER-CASE charcacter name--GLOBAL.STRINGS.CHARACTERS.marty = {}--GLOBAL.STRINGS.CHARACTERS.marty.DESCRIBE = {}--GLOBAL.STRINGS.CHARACTERS.marty.DESCRIBE.EVERGREEN = "A template description of a tree."local require = GLOBAL.requirelocal STRINGS = GLOBAL.STRINGSGLOBAL.STRINGS.CHARACTERS.MARTY = require "speech_marty" -- DST STRINGS.NAMES.MARTY = "Marty"STRINGS.CHARACTERS.GENERIC.DESCRIBE.MARTY = {    GENERIC = "Berries now!",    ATTACKER = "Back off!",    MURDERER = "You are murder!",    REVIVER = "Friend of ghosts",    GHOST = "Wow, ghost, yay",} -- Let the game know marty is a male, for proper pronouns during the end-game sequence.-- Possible genders here are MALE, FEMALE, or ROBOTtable.insert(GLOBAL.CHARACTER_GENDERS.MALE, "marty") AddMinimapAtlas("images/map_icons/marty.xml") {    Recipe("backpackm", {Ingredient("trunk_summer", 1), Ingredient("silk", 10)}, RECIPETABS.WAR, {SCIENCE = 0, MAGIC = 0, ANCIENT = 0}, nil, nil, nil, nil, true),} AddModCharacter("marty")

BackPack:

local assets ={	Asset("ANIM", "anim/backpackm.zip"),	Asset("ANIM", "anim/swap_backpackm.zip"),	Asset("ATLAS", "images/inventoryimages/backpackm.xml"),}local function onequip(inst, owner)     --owner.AnimState:OverrideSymbol("swap_body", "swap_backpack", "backpack")    owner.AnimState:OverrideSymbol("swap_body", "swap_backpackm", "swap_body")    owner.components.inventory:SetOverflow(inst)    inst.components.container:Open(owner)endlocal function onunequip(inst, owner)     --owner.AnimState:ClearOverrideSymbol("backpack")    owner.AnimState:ClearOverrideSymbol("swap_body")    owner.components.inventory:SetOverflow(nil)    inst.components.container:Close(owner)endlocal function onopen(inst)	inst.SoundEmitter:PlaySound("dontstarve/wilson/backpack_open", "open")endlocal function onclose(inst)	inst.SoundEmitter:PlaySound("dontstarve/wilson/backpack_close", "open")endlocal slotpos = {}for y = 0, 5 do	table.insert(slotpos, Vector3(-162, -y*75 + 170 ,0))	table.insert(slotpos, Vector3(-162 +75, -y*75 + 170 ,0))endlocal function fn(Sim)	local inst = CreateEntity()    	inst.entity:AddTransform()	inst.entity:AddAnimState()	inst.entity:AddSoundEmitter()    MakeInventoryPhysics(inst)        inst.AnimState:SetBank("backpackm")    inst.AnimState:SetBuild("backpackm")    inst.AnimState:PlayAnimation("anim")    inst:AddTag("backpack")	local minimap = inst.entity:AddMiniMapEntity()	minimap:SetIcon("backpackm.tex")        inst:AddComponent("inspectable")        inst:AddComponent("inventoryitem")		inst.components.inventoryitem.imagename = "backpackm"	inst.components.inventoryitem.atlasname = "images/inventoryimages/backpackm.xml"	    inst.components.inventoryitem.cangoincontainer = false    inst.components.inventoryitem.foleysound = "dontstarve/movement/foley/backpack"    inst:AddComponent("equippable")	inst.components.equippable.equipslot = EQUIPSLOTS.BODY		if EQUIPSLOTS["PACK"] then		inst.components.equippable.equipslot = EQUIPSLOTS.PACK	else		inst.components.equippable.equipslot = EQUIPSLOTS.BODY	end        inst.components.equippable:SetOnEquip( onequip )    inst.components.equippable:SetOnUnequip( onunequip )	inst.components.locomotor.walkspeed = 2	inst.components.locomotor.runspeed = 2    -- inst:AddComponent("waterproofer")    -- inst.components.waterproofer.effectiveness = 0        inst:AddComponent("container")    inst.components.container:SetNumSlots(#slotpos)    inst.components.container.widgetslotpos = slotpos    inst.components.container.widgetanimbank = "ui_piggyback_2x6"    inst.components.container.widgetanimbuild = "ui_piggyback_2x6"    inst.components.container.widgetpos = Vector3(-5,-90,0)	inst.components.container.side_widget = true       inst.components.container.type = "pack"	    inst.components.container.onopenfn = onopen    inst.components.container.onclosefn = onclose        return instendreturn Prefab( "common/inventory/backpackm", fn, assets) 
>What I not so do?
 
>Why mistake?
 
 

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