But when I create a monster that uses a ranged attack with that item, the item is thrown but doesn't convert to a trap on hit.
The item :
Code: Select all
defineObject{
name = "trap_bomb_fire",
baseObject = "base_item",
components = {
{
class = "Model",
model = "assets/models/items/essence_fire.fbx",
},
{
class = "Item",
uiName = "Trap Bomb",
gfxIndex = 346,
impactSound = "impact_blunt",
stackable = false,
sharpProjectile = false,
projectileRotationY = 90,
weight = 0.1,
convertToItemOnImpact = "trap_rune_dispelable_fire"
},
{
class = "Particle",
particleSystem = "essence_fire",
},
{
class = "ThrowAttack",
attackPower = 4,
cooldown = 5,
},
},
tags = { "weapon", "weapon_throwing", "custom_vieuxchat" },
}Code: Select all
defineObject{
name = "giant_snake_trap_thrower",
baseObject = "base_monster",
components = {
{
class = "Model",
model = "assets/models/monsters/snake.fbx",
storeSourceData = true,
enabled = false,
},
{
class = "Animation",
animations = {
idle = "assets/animations/monsters/snake/snake_idle.fbx",
moveForward = "assets/animations/monsters/snake/snake_walk.fbx",
turnLeft = "assets/animations/monsters/snake/snake_turn_left.fbx",
turnRight = "assets/animations/monsters/snake/snake_turn_right.fbx",
moveForwardTurnLeft = "assets/animations/monsters/snake/snake_walk_turn_left.fbx",
moveForwardTurnRight = "assets/animations/monsters/snake/snake_walk_turn_right.fbx",
attack = "assets/animations/monsters/snake/snake_attack.fbx",
attackFromBehind = "assets/animations/monsters/snake/snake_attack_from_behind.fbx",
getHitFrontLeft = "assets/animations/monsters/snake/snake_get_hit_front_left.fbx",
getHitFrontRight = "assets/animations/monsters/snake/snake_get_hit_front_right.fbx",
getHitBack = "assets/animations/monsters/snake/snake_get_hit_back.fbx",
getHitLeft = "assets/animations/monsters/snake/snake_get_hit_left.fbx",
getHitRight = "assets/animations/monsters/snake/snake_get_hit_right.fbx",
fall = "assets/animations/monsters/snake/snake_get_hit_front_left.fbx",
},
currentLevelOnly = true,
},
{
class = "Monster",
meshName = "snake_mesh",
hitSound = "snake_hit",
dieSound = "snake_die",
hitEffect = "hit_goo",
capsuleHeight = 0.2,
capsuleRadius = 0.7,
health = 300,
evasion = 10,
exp = 200,
lootDrop = { 50, "snake_tail" },
traits = { "animal" },
headRotation = vec(90, 0, 0),
},
{
class = "UggardianBrain",
name = "brain",
sight = 10,
allAroundSight = true,
morale = 100,
},
{
class = "MonsterMove",
name = "move",
sound = "snake_walk",
cooldown = 3,
},
{
class = "MonsterMove",
name = "moveForwardAndTurnRight",
animations = { forward="moveForwardTurnRight" },
sound = "snake_walk",
turnDir = 1,
cooldown = 2,
resetBasicAttack = true,
},
{
class = "MonsterMove",
name = "moveForwardAndTurnLeft",
animations = { forward="moveForwardTurnLeft" },
sound = "snake_walk",
turnDir = -1,
cooldown = 2,
resetBasicAttack = true,
},
{
class = "MonsterTurn",
name = "turn",
sound = "snake_walk",
resetBasicAttack = true,
},
{
class = "MonsterAttack",
name = "basicAttack",
attackFromBehindAnimation = "attackFromBehind",
attackPower = 26,
accuracy = 20,
cooldown = 4,
sound = "snake_attack",
woundChance = 30,
causeCondition = "poison",
conditionChance = 20,
},
{
class = "MonsterAttack",
name = "rangedAttack",
animation = "attack",
attackType = "projectile",
shootProjectile = "trap_bomb_fire",
attackPower = 5,
cooldown = 5,
sound = "snake_attack",
},
{
class = "UggardianFlames",
particleSystem = "air_elemental_vieuxchat",
emitFromMaterial = "*",
},
},
tags = { "custom_vieuxchat" }
}