. . . Posted November 15, 2017 Share Posted November 15, 2017 (edited) My character has is able to change appearance & I would like the minimap icons to update with his appearance as well, does anyone know how I can change character's minimap icon? I tried inst.MiniMapEntity:SetIcon( "insane_mode.tex" ) in master_postinit but it seems that code only works when character is loaded into the world & it has to be in common_postinit I know this is possible since I think players minimap icons change into ghosts when they die I confused that with player avatars oops, so it'd really be great if someone smarter than me can help, thanks for your time have a great day/night ! Edited December 1, 2017 by SuperDavid Link to comment Share on other sites More sharing options...
. . . Posted November 18, 2017 Author Share Posted November 18, 2017 can someone guide me in right direction all I can find in files related to minimap is this in mapscreen.lua self.minimap:UpdateTexture() and these in player_common.lua Spoiler inst.MiniMapEntity:SetIcon(name..".png") -- can't be changed inst.MiniMapEntity:SetPriority(10) -- no idea what this does inst.MiniMapEntity:SetCanUseCache(false) -- no idea what this does inst.MiniMapEntity:SetDrawOverFogOfWar(true) -- player can't see it when it's outside of their map range? and minimap.lua doesn't seem to have anything about player icons? Am I supposed to do something like this? inst.MiniMapEntity:SetIcon( "insane_mode.tex" ) inst.components.minimap:UpdateTexture() I can't try now but when I can it'll probably crash then I'll post ccrash here for more help lol, thanks for your time have good day/night. Link to comment Share on other sites More sharing options...
. . . Posted November 20, 2017 Author Share Posted November 20, 2017 So I looked some more & in atrium_gate.lua it's able to change its minimap icons by Spoiler local function OnKeyGiven(inst, giver) --Disable trading, enable picking. inst.components.trader:Disable() inst.components.pickable:SetUp("atrium_key", 1000000) inst.components.pickable:Pause() inst.components.pickable.caninteractwith = true inst.AnimState:PlayAnimation("idle_active") inst.MiniMapEntity:SetIcon("atrium_gate_active.png") TheWorld:PushEvent("atriumpowered", true) TheWorld:PushEvent("ms_locknightmarephase", "wild") TheWorld:PushEvent("pausequakes", { source = inst }) TheWorld:PushEvent("pausehounded", { source = inst }) if giver ~= nil then inst.SoundEmitter:PlaySound("dontstarve/common/together/atrium_gate/key_in") -- if giver.components.talker ~= nil then -- giver.components.talker:Say(GetString(giver, "ANNOUNCE_GATE_ON")) -- end end end local function OnKeyTaken(inst) --Disable picking, enable trading. inst.components.trader:Enable() inst.components.pickable.caninteractwith = false inst:RemoveTag("intense") inst.SoundEmitter:KillSound("loop") inst.AnimState:PlayAnimation("idle") inst.MiniMapEntity:SetIcon("atrium_gate.png") HideFx(inst) TheWorld:PushEvent("atriumpowered", false) TheWorld:PushEvent("ms_locknightmarephase", nil) TheWorld:PushEvent("unpausequakes", { source = inst }) TheWorld:PushEvent("unpausehounded", { source = inst }) end how come when I try to change minimap icon with " inst.MiniMapEntity:SetIcon("") " it doesn't work? Is there something I'm missing here? Link to comment Share on other sites More sharing options...
. . . Posted November 25, 2017 Author Share Posted November 25, 2017 bump Link to comment Share on other sites More sharing options...
. . . Posted November 30, 2017 Author Share Posted November 30, 2017 bump Link to comment Share on other sites More sharing options...
TagumonYatsuray Posted November 30, 2017 Share Posted November 30, 2017 On 11/19/2017 at 7:51 PM, SuperDavid said: So I looked some more & in atrium_gate.lua it's able to change its minimap icons by Hide contents local function OnKeyGiven(inst, giver) --Disable trading, enable picking. inst.components.trader:Disable() inst.components.pickable:SetUp("atrium_key", 1000000) inst.components.pickable:Pause() inst.components.pickable.caninteractwith = true inst.AnimState:PlayAnimation("idle_active") inst.MiniMapEntity:SetIcon("atrium_gate_active.png") TheWorld:PushEvent("atriumpowered", true) TheWorld:PushEvent("ms_locknightmarephase", "wild") TheWorld:PushEvent("pausequakes", { source = inst }) TheWorld:PushEvent("pausehounded", { source = inst }) if giver ~= nil then inst.SoundEmitter:PlaySound("dontstarve/common/together/atrium_gate/key_in") -- if giver.components.talker ~= nil then -- giver.components.talker:Say(GetString(giver, "ANNOUNCE_GATE_ON")) -- end end end local function OnKeyTaken(inst) --Disable picking, enable trading. inst.components.trader:Enable() inst.components.pickable.caninteractwith = false inst:RemoveTag("intense") inst.SoundEmitter:KillSound("loop") inst.AnimState:PlayAnimation("idle") inst.MiniMapEntity:SetIcon("atrium_gate.png") HideFx(inst) TheWorld:PushEvent("atriumpowered", false) TheWorld:PushEvent("ms_locknightmarephase", nil) TheWorld:PushEvent("unpausequakes", { source = inst }) TheWorld:PushEvent("unpausehounded", { source = inst }) end how come when I try to change minimap icon with " inst.MiniMapEntity:SetIcon("") " it doesn't work? Is there something I'm missing here? That's the altrium gate code right? do you have yours? Link to comment Share on other sites More sharing options...
. . . Posted November 30, 2017 Author Share Posted November 30, 2017 My code is simply local function common_postinit(inst) inst.MiniMapEntity:SetIcon("normal_mode.tex") end local master_postinit = function(inst) inst:DoTaskInTime(1, function(inst) inst.MiniMapEntity:SetIcon("insane_mode.tex") end) end even putting ThePlayer.MiniMapEntity:SetIcon("atrium_gate_active.png") ThePlayer.components.MiniMapEntity:SetIcon("atrium_gate_active.png") into console doesn't work, I'm so confused what's wrong, I didn't think it'd be so darn hard to change a minimap texture .. Link to comment Share on other sites More sharing options...
TagumonYatsuray Posted December 1, 2017 Share Posted December 1, 2017 9 minutes ago, SuperDavid said: My code is simply local function common_postinit(inst) inst.MiniMapEntity:SetIcon("normal_mode.tex") end local master_postinit = function(inst) inst:DoTaskInTime(1, function(inst) inst.MiniMapEntity:SetIcon("insane_mode.tex") end) end even putting ThePlayer.MiniMapEntity:SetIcon("atrium_gate_active.png") ThePlayer.components.MiniMapEntity:SetIcon("atrium_gate_active.png") into console doesn't work, I'm so confused what's wrong, I didn't think it'd be so darn hard to change a minimap texture .. I don't have a transforming character I can test this with, but have you tried putting Asset("MINIMAP_IMAGE", "insane_mode.tex"), at the top? I noticed that Asset("MINIMAP_IMAGE", "atrium_gate_active"), was at the top of the Altrium gate file. Link to comment Share on other sites More sharing options...
. . . Posted December 1, 2017 Author Share Posted December 1, 2017 @TagumonYatsuray Bruh, thank you thank you thank you thank you so much it finally works !!!!!!! Link to comment Share on other sites More sharing options...
TagumonYatsuray Posted December 4, 2017 Share Posted December 4, 2017 (edited) On 11/30/2017 at 11:10 PM, SuperDavid said: @TagumonYatsuray Bruh, thank you thank you thank you thank you so much it finally works !!!!!!! SERIOUSLY!? I WAS GUESSING.... I just wanted to help you out, since you helped me For reference, do you have your end result code? I would like to try my hand at transforming characters Edited December 4, 2017 by TagumonYatsuray Link to comment Share on other sites More sharing options...
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