-
Posts
973 -
Joined
-
Last visited
Community Answers
-
ORMtnMan's post in Copying mod data to an item added to inventory was marked as the answer
I figured it out, I needed to add this line:
ReloadUtil:syncItemToReloadable(newItem, getPlayer())
apparently it was syncing the gun info after my operation which would override my changes.
Well, I'm headed back to chippin away at my mod!
-
ORMtnMan's post in Copying mod data to an item added to inventory was marked as the answer
I figured it out, I needed to add this line:
ReloadUtil:syncItemToReloadable(newItem, getPlayer())
apparently it was syncing the gun info after my operation which would override my changes.
Well, I'm headed back to chippin away at my mod!
-
ORMtnMan's post in Postponing recipe until after script finishes was marked as the answer
Okay,
Interesting point, the resulting item is added AFTER the lua runs down to the return.
I found this out because I added in a static remove a specific gun to see if it was possible. and it didn't remove it the first time but it removed it the second time...
So I had an AR-10
Hit convert, it have me an AR-10 and a .308 AR-10. Hit convert again on the original AR-10, and it stayed AR-10 and .308 AR-10 instead of getting 2 .308 AR-10s
Will test some more
-
ORMtnMan's post in Postponing recipe until after script finishes was marked as the answer
Okay,
Interesting point, the resulting item is added AFTER the lua runs down to the return.
I found this out because I added in a static remove a specific gun to see if it was possible. and it didn't remove it the first time but it removed it the second time...
So I had an AR-10
Hit convert, it have me an AR-10 and a .308 AR-10. Hit convert again on the original AR-10, and it stayed AR-10 and .308 AR-10 instead of getting 2 .308 AR-10s
Will test some more
-
ORMtnMan's post in Blooo Item was marked as the answer
Remove the "Item_" in the scripts and the ".png" they are not needed. if you make it just icon = Woodblock it should work