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Laz Man

QA
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Everything posted by Laz Man

  1. This video from slaan should answer all your questions
  2. For android users, u cant open the spoiler tag unless viewing in desktop view. Random note: last time i saved via ctrl+s, it forces your view to side/front. Kinda annoying but not the end of the world.
  3. Did you check the OP for the list of existing shortcuts?
  4. We think alike. I came up with the same idea but slightly different. My variation involved a sleeper fully enclosed by barrels. Waking the sleeper would cause it to claw away and BOOM. Was saving the idea for a new prefab i had planned. I like the idea of throwing the mine in there. Ensures detonation as long as the sleeper spawns in.
  5. Thanks jack for the tutorial. It will undoubtedly help folks interested in prefab creation. One pro tip id like to add is the ability to load/edit/save prefabs from hals empty world. This allows you to skip having to specify coords when saving. You just have to remember to disable physics when building in hals empty world.
  6. Nice! I have to test that out. Will the sleeper survive that drop tho? Hehe.
  7. It may depend on the type of trap block you use. Check my video where a couple of zeds walk over the 3x3 trap floor without collapsing it. I wonder if that gave Gobarg a false sense of security when he tried to walk over it lol.... A good prefab to checkout is the vanilla pawn shop. I vaguely remember walking into that POI and having a ton of zombies come crashing through the drop ceiling.
  8. I am not familiar with coppi mod. If your import is done live within game, that might be your problem as I don't think the sleeper data within the prefabs xml file is loaded until you exit and restart the game? I will defer to someone else familiar with coppi mod.
  9. How are loading and testing? When i would test the sleeper spawns with my mcdowell i would load it in navesgane at a specific coord within the world xml. After the sleepers are cleared, simply deleting the region files wont make them respawn. May have to delete the hub data files as well but im not certain.
  10. Hal Laboratories from the hal9000 movies
  11. Your awesome pille! Thank you for all your hard work. Is there a type of prefab you would like created? I feel like both you and Hal deserve a prefab created specifically after you 2. A few ideas: -Hal's Hardware (Hardware Store) -Hal's Hideaway (Bar) -Pille's Pantry (Restaurant or Grocery) -Pille's Pawnshop (General Store)
  12. Interesting Factoid: For A16, the corners of large prefabs don't get cutoff/cropped anymore when spawned in RWG. Thus, no longer needing to split large prefabs into separate .tts files. See pictures below of the prison spawned as part of the "industrial" prefab group. The Walking Dead Prison Distant POI Mesh: Close Up:
  13. Are these version specific issues? My mcdowells was fine paint wise.
  14. You can specify if your prefab is submerged via the prefabs xml file. I believe the attribute is yoffset. I.e. yoffset=-11. My mcdowells prefab has a basement. I have my yoffset=-6
  15. I believe it's the import prefab feature within the editor for if you want to import a prefab within a prefab?
  16. Only experimental 16.2. Sorry for the confusion.
  17. I work around the issue by saving every few column/row deletes. Edit: Sooooo close to finish my mcdowells prefab. You guys are going to love it. I was prepping installation instructions last night but then 16.2 dropped......T_T Need to do one round of validation testing.
  18. Is there an easy way to add decals to blocks? I havent been able to figure it out yet.
  19. It didnt work for my logitech mouse. So i remapped one of my side mouse buttons to perform the middle mouse button function.
  20. Thanks! Will give these suggestions a try and report back.
  21. Hey gang, so I was able to get my custom sleeper spawns made through pille's editor to work on my first trial. Huzzah!!! However, for some reason after making adjustments to the SleeperVolumneGroup and GameStageAdjust settings for each volume has caused all sleeper spawns to stop working. I even tried undoing the changes and they still won't spawn. No errors in console either. I visited other POIs on the map and confirm sleeper spawns were working so the problem is only isolated to my custom prefab. Deleting the region files resets any damage I caused to the POI however the sleeper spawns remain borked. Any of you run into this problem before? The following is my prefab XML file: <?xml version="1.0" encoding="UTF-8"?> <prefab> <property name="CopyAirBlocks" value="True"/> <property name="AllowTopSoilDecorations" value="False"/> <property name="TraderArea" value="False"/> <property name="ExcludeDistantPOIMesh" value="False"/> <property name="DistantPOIYOffset" value="0"/> <property name="SleeperVolumeStart" value="22,7,10#23,2,18#23,2,12#29,2,12#34,2,12#45,2,13#22,6,10"/> <property name="SleeperVolumeSize" value="34,5,18#12,3,6#5,3,7#4,3,7#10,3,9#10,5,11#34,3,18"/> <property name="SleeperVolumeGroup" value="S_LootRoom_XS,S_LootRoom_XS,S_LootRoom_XS,S_LootRoom_XS,S_LootRoom_XS,S_LootRoom_XS,S_LootRoom_XS"/> <property name="SleeperVolumeGameStageAdjust" value="easy,easy,easy,easy,easy,easy,easy"/> <property name="SleeperIsLootVolume" value="False,False,False,False,False,False,False"/> </prefab> EDIT: Pille, is there a way to specify where columns and rows can be inserted? From the top view it looks like new rows are only added to the top. As a side note, inserted rows are not the same when comparing the top view and the side view. For example, using the insert column feature while in side view inserts a column to the right side of the grid. Toggling to the top view, displays the inserted columns as inserted rows at the top of the grid when it should be at the bottom of the grid. Let me know if this makes sense or not. Thanks
  22. Might be referring to letting the game load the prefab naturally ie from the prefabs.xml file (navesgane).
  23. Once your ready for release, you should make slaan hatten a separate selection alongside navesgane and random world gen.
  24. I thought that might be it. Thanks will try that out later. - - - Updated - - - Another temp. fix might be to increase the air layers above the prefab so it replaces any large mountains.
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