TheNastyCapivara Posted December 11, 2015 Share Posted December 11, 2015 So, I'm rather new to modding so I'm probably making a very stupid mistake here. But I'm working on a mod of a huntress with a custom bow. My problem is that I can't seem to make the arrow projectile appear onscreen. I'm not sure how I should make the sprite for the arrow, does it need a BUILD animation? Here are the codes to the bow and projectile prefabs huntressbow.lualocal assets={ Asset("ANIM", "anim/huntressbow.zip"), Asset("ANIM", "anim/swap_huntressbow.zip"), Asset("ATLAS", "images/inventoryimages/huntressbow.xml"), Asset("IMAGE", "images/inventoryimages/huntressbow.tex"),}local prefabs = {}local function onattack_huntressbow(inst, attacker, target) if attacker and attacker.components.health and attacker.components.hunger then attacker.components.health:DoDelta(-1)attacker.components.hunger:DoDelta(-4) endendlocal function fn(colour) local function OnEquip(inst, owner) owner.AnimState:OverrideSymbol("swap_object", "swap_huntressbow", "swap_huntressbow") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") end local function OnUnequip(inst, owner) owner.AnimState:Hide("ARM_carry") owner.AnimState:Show("ARM_normal") end local inst = CreateEntity() local trans = inst.entity:AddTransform() local anim = inst.entity:AddAnimState() MakeInventoryPhysics(inst) anim:SetBank("huntressbow") anim:SetBuild("huntressbow") anim:PlayAnimation("idle") inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "huntressbow" inst.components.inventoryitem.atlasname = "images/inventoryimages/huntressbow.xml" inst:AddComponent("equippable") inst.components.equippable:SetOnEquip( OnEquip ) inst.components.equippable:SetOnUnequip( OnUnequip )inst.components.inventoryitem.keepondeath = trueinst:AddComponent("inspectable")inst:AddTag("shadow") inst:AddComponent("weapon")inst.components.weapon:SetOnAttack(onattack_huntressbow) inst.components.weapon:SetDamage(55) inst.components.weapon:SetRange(8, 10)inst.components.weapon:SetProjectile("callista_projectile") return instendreturn Prefab("common/inventory/huntressbow", fn, assets, prefabs)callista_projectile.lualocal assets ={ Asset("ANIM", "anim/callista_projectile.zip"),}local function common(anim, bloom) local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddNetwork() MakeInventoryPhysics(inst) RemovePhysicsColliders(inst) inst.AnimState:SetBank("callista_projectile") inst.AnimState:SetBuild("callista_projectile") inst.AnimState:PlayAnimation(anim) --anim:PlayAnimation("shot") if bloom ~= nil then inst.AnimState:SetBloomEffectHandle("shaders/anim.ksh") end inst:AddTag("projectile") if not TheWorld.ismastersim then return inst end inst.entity:SetPristine() inst:AddComponent("projectile") inst.components.projectile:SetSpeed(50) inst.components.projectile:SetOnHitFn(inst.Remove) inst.components.projectile:SetOnMissFn(inst.Remove) return instend--local function ice() -- return common("callista_spin_loop")--end--local function fire() -- return common("callista_spin_loop", "shaders/anim.ksh")--endreturn Prefab("common/inventory/ice_projectile", ice, assets), Prefab("common/inventory/callista_projectile", fire, assets)What am I doing wrong? Link to comment https://forums.kleientertainment.com/forums/topic/60609-problem-with-invisible-projectile/ Share on other sites More sharing options...
TheNastyCapivara Posted December 11, 2015 Author Share Posted December 11, 2015 Posted this thread in the wrong section, I meant to post in the DST section, I'm sorry Link to comment https://forums.kleientertainment.com/forums/topic/60609-problem-with-invisible-projectile/#findComment-696083 Share on other sites More sharing options...
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