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lua:
local function replaceIdCardAndWriteCharacter(targetInventory, oldItem, newPrefab, character)
Entity.Spawner.AddItemToRemoveQueue(oldItem)
ah_utils.time.delayFunction(0.1, function()
Entity.Spawner.AddItemToSpawnQueue(newPrefab, targetInventory, nil, nil, function(spawned)
spawned.GetComponentString("IdCard").Initialize(nil, character);
end)
end)
end
local function ah_idcard_printer_write_character(item, contained, signal, connection)
local target = contained[1]
local inventory = target.ParentInventory
local prefab = target.Prefab
local character = ah_utils.table.firstOrNil(Character.CharacterList, function(it)
return it.IsHuman and it.Info.Name == signal.value
end)
if(character ~= nil) then
replaceIdCardAndWriteCharacter(inventory, target, prefab, character)
end
end
lua:
targetItem.SerializableProperties[Identifier("InventoryIconColor")].SetValue(targetItem,Color(255, 0, 0, 255))
Although it's less of an issue in campaign mode now because idcards are sold in stations.
Still a bummer for traitor mode though.
The other pins work perfectly as far as I know.