Modding Help Item invisible and not animating.

Discussion in 'Starbound Modding' started by Ev1l0rd, Oct 20, 2014.

  1. Ev1l0rd

    Ev1l0rd Phantasmal Quasar

    I am making a mod myself but when I place down one of the objects it does either this: It doesn't animate and is a frozen frame, or it is invisible.

    Here is my coding:
    fakebeacon.object:
    Code:
    {
      "objectName" : "fakebeacon",
      "rarity" : "Rare",
    
      "description" : "A distress beacon. Who knows who might hear it?",
      "shortdescription" : "Distress Beacon",
      "race" : "generic",
      "category" : "furniture",
    
      "apexDescription" : "A distress beacon. I hope the person who left it is okay.",
      "avianDescription" : "A distress beacon. Someone must be in trouble.",
      "floranDescription" : "Floran help as well as hunt. Sssometimes.",
      "glitchDescription" : "Analysis. This distress beacon is transmitting at a number of frequencies.",
      "humanDescription" : "This beacon's sending out a distres call.",
      "hylotlDescription" : "Someone needs help. Protecting the weak is a worthwhile pursuit.",
    
      "inventoryIcon" : "fakebeaconicon.png",
      "orientations" : [
        {
          "dualImage" : "fakebeacon.png:<frame>",
    
          "imagePosition" : [-16, 0],
          "frames" : 12,
          "animationCycle" : 2,
    
          "spaceScan" : 0.1,
          "anchors" : [ "bottom" ]
    
        }
      ],
    
      "animation" : "/objects/wired/ironbeacon/ironbeacon.animation",
      "animationParts" : {
        "beacon" : "fakebeacon.png"
      },
      "animationPosition" : [-16, 0]
    
    }
    fakebeacon.frames
    Code:
    {
      "frameGrid" : {
        "size" : [24, 32],
        "dimensions" : [12, 1],
        "names" : [
          [ "default.1", "default.2", "default.3", "default.4", "default.5", "default.6", "default.7", "default.8", "default.9", "default.10", "default.11", "default.12" ]
        ]
      },
    
      "aliases" : {
        "default.default" : "default.1"
      }
    }
    All the other files contain similar data. The fakebeacon is also the one that doesn't animate.

    EDIT:The mod is supposed to create placeable summoning items...
     
    Last edited: Oct 20, 2014
  2. The | Suit

    The | Suit Agent S. Forum Moderator

    as long as the name parts are right just change it to
    Code:
    "fakebeacon.png:<color>.<frame>"
    Also don't forget to make sure you didn't accidentally change frame size either
     
  3. Ev1l0rd

    Ev1l0rd Phantasmal Quasar

    Done that already, now the items are showing up when you hold them in the matter manipulator but it doesn't appear when placed? (Y'know the 1x1 invisible block when there are coding errors). Here are my files.

    EDIT:These files are partially edited, a few still don't have the <color> bit.
     

    Attached Files:

  4. The | Suit

    The | Suit Agent S. Forum Moderator

  5. Your .Object is using this format:
    Code:
    "dualImage" : "fakebeacon.png:<frame>"
    But your frames are using this format:
    Code:
    fakebeacon.png:<color>.<frame>
    The easiest fix would be to change dualImage to be <color>.<frame> but you could also change the frames to no longer use the "default" tag before your frame
     
  6. Ev1l0rd

    Ev1l0rd Phantasmal Quasar

    *sigh* That was an attempt to fix it, due to the fact that I read somewhere else that that would work, I removed it already. I'm going to start over on a clean slate from the beginning.
     
  7. Use this .frames file with the .object code you posted in the original post and it should work for you.
    Code:
    {
      "frameGrid" : {
        "size" : [24, 32],
        "dimensions" : [12, 1],
        "names" : [
          [ "1", "2", "3", "4", "5", "6", "7", "8", "9", "10", "11", "12" ]
        ]
      },
    
      "aliases" : {
        "default.default" : "1"
      }
    }
     
  8. Ev1l0rd

    Ev1l0rd Phantasmal Quasar

    Thanks a lot, I'm releasing the mod now! But the beacon doesn't rotate, but you fixed my other issues, namely the invisible items!
     
  9. That is likely your .animation file to blame. The beacon is "Idle" by default. Only untill you use it and the Lua code triggers it to set the animationState to "Active" does it start to rotate.
     
  10. Ev1l0rd

    Ev1l0rd Phantasmal Quasar

    So... any idea how to fix that?
     
  11. Either change your Lua file to use the animation, or edit the animation file directly to make the rotating state the default. Which one would you like to do? Either way posting your .animation file is needed as I dont know what yours looks like and would be needed for either case.
     
  12. Ev1l0rd

    Ev1l0rd Phantasmal Quasar

    Well it's actually the one found in the assets considering I don't know lua but here is that file:
    Code:
    {
      "animatedParts" : {
        "stateTypes" : {
          "beaconState" : {
            "default" : "idle",
            "states" : {
              "idle" : {
                "frames" : 1,
                "cycle" : 0.15
              },
              "active" : {
                "frames" : 12,
                "cycle" : 0.7,
                "mode" : "loop"
              }
            }
          }
        },
    
        "parts" : {
          "beacon" : {
            "properties" : {
              "centered" : false
            },
    
            "partStates" : {
              "beaconState" : {
                "idle" : {
                  "properties" : {
                    "image" : "<partImage>:default.default"
                  }
                },
    
                "active" : {
                  "properties" : {
                    "image" : "<partImage>:default.<frame>"
                  }
                }
              }
            }
          }
        }
      }
    }
    Having any ideas on how to fix it?
     
  13. "default" : "idle",

    Change to

    "default": "active"
     
  14. Ev1l0rd

    Ev1l0rd Phantasmal Quasar

    Yeah but this are the original assets, how do I add this SAFELY in the mod?
     
  15. The same way you did to get this to even work. Honestly you should have figured that out before you even started doing this. Howd you manage to get it working before? Make a new folder in your /Mods/ folder and put your stuff in it.
     
  16. Ev1l0rd

    Ev1l0rd Phantasmal Quasar

    Yeah but in said folder is also a lua file with the same name and I tought that those were connected.

    EDIT:I'm a dumbass, just needed to change filename in the .object file when copying the files.
    EDIT2:The lua file was to initiate the summon for the boss. Moving the file worked. I'm testing tomorrow because I need to get some rest.
     
    Last edited: Oct 21, 2014
  17. Sorry I never got an alert to this. They *are* connected. The .object file will call that Lua file for its interactions.

    If you need anything else just let me know.
     

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