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Guppycur

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Everything posted by Guppycur

  1. Can you make a quick video of you applying spawn volumes using pilles and explain how it works as you go? I feel like I am making stuff up, and you are likely the for most expert right now.
  2. So yeh that works. You remove layers by going to Side View and removing rows. Maybe have the label change from remove rows to remove layers when in side view?
  3. Req: clicking on layers activates scroll wheel for layers. Clicking on zoom activates scroll wheel for zoom. Same with rotation. ...if you're still doing gui updates.
  4. You would type in which layers to remove. ...with your editor, something from side view should work. Huh. Maybe it does... If I remove rows from side view, is that layers? It kind of is. Huh.
  5. 2nd vid. I'll do a special sleepers only vid once I master them, unless slaan wants to.
  6. At some point, if mod makers want to use your product (and I don't see why they wouldn't), they should conform to a specific format that allows you easy integration. I'm not sure if you're big enough yet to make that "demand" to modders, or if you're still trying to get to that size.
  7. They're in the same playlist I believe. One is a first look, the other a tutorial.
  8. Stall, 2 vids. A 3rd soon.
  9. I made a how-to-for-stallion video already homie. Search for me on you tube.
  10. Every time I want to make another vid, you add more features. Lol. Outstanding stuff.
  11. The way it worked is there were 10 prefabs. 9 equal sized pieces and a 10th outer wall. Each inner piece had doorways at the same spots, but different interiors. Setting up the mixer (well, stompy did most of the work) made it so that ONE of the 9 pieces would spawn in one of the 9 spots, with a random rotation, until all 9 were filled then the outer wall was spawned. Voila, instant random maze. You could do a building the same way. First the outside shell, then individual components that spawn in the interior, that could connect together to make rooms. As long as the connection spots lined up, it would work. I doubt you would need to take this approach to your idea though.
  12. K. My thoughts. On random prefab building. I choose category house. I can then choose # levels, and "has basement". Exterior I choose material type (stone vs wood, or combo (stone base with wood top)). I choose quality, which says if my house is a piece of crap, minor repair, normal, expensive. Then I choose whether or not it's fortified. I choose the number if bed, bath, etc rooms. Thoughts? =)
  13. I have an rwgmixer that randomized the internal contents of a maze, I was going to eventually port the tech to a building, but your idea is better.
  14. Lol. My thing is you clearly listened to my mumbling and took it to heart. I appreciate the hell out of that.
  15. Man, that's just... Awesome.
  16. Curious about that myself; not that I'll ever stream but I'm wondering if there is a market for the tech.
  17. That's still here? Thought that was fixed? - - - Updated - - - Oh, this is an old post.
  18. New poster, his comments has to be approved first.
  19. That would work well for selection,and likely well for the blue prefab insert too. Great solution!
  20. Lol, I'll take it however I get it. =) - - - Updated - - - Have you put any thought into making the red selects and blue prefab insert boxes translucent so you can see through them a bit to the blocks on the other side?
  21. Checking the poi, it has both the badass group AND has a +150 modifier to your gamestage, so the chances are pretty decent. value="S_LootRoom_XL,S_GhostTown_S,S_Badass_XS,SleeperSmall" - - - Updated - - - Huh, wonder why there's a space in SleeperSmall, it's not there in edit mode. Stupid forum
  22. The only vanilla groups that spawns radiated is SleeperTestChamberGSList and ZombieBadassHorde, which spawns some tough cookies, but shouldn't spawn one until your GS is level 400, when it calls "ZombieBadassGroup", which has <entitygroup name="ZombieBadassGroup"> <entity name="zombieArleneFeral" /> <entity name="zombieBoeFeral" /> <entity name="zombieBusinessManFeral" /> <entity name="zombieCheerleaderFeral" /> <entity name="zombieDarleneFeral" /> <entity name="zombieFarmerFeral" /> <entity name="zombieFatCopFeral" /> <entity name="zombieFatHawaiianFeral" /> <entity name="zombieFemaleFatFeral" /> <entity name="zombieJoeFeral" /> <entity name="zombieMarleneFeral" /> <entity name="zombieMoeFeral" /> <entity name="zombieNurseFeral" /> <entity name="zombieOldTimerFeral" /> <entity name="zombieSkateboarderFeral" /> <entity name="zombieSnowFeral" /> <entity name="zombieSoldierFeral" /> <entity name="zombieSpiderFeral" /> <entity name="zombieSteveCrawler" /> <entity name="zombieSteveCrawlerFeral" /> <entity name="zombieSteveFeral" /> <entity name="zombieUtilityWorkerFeral" /> <entity name="zombieWightFeral" /> <entity name="zombieYoFeral" /> <entity name="zombieSpiderFeralRadiated" /> <entity name="zombieWightFeralRadiated" /> <entity name="zombieFatCopFeralRadiated" /> </entitygroup> At gs 585 is when you start seeing radiated zombies through other means (hordes, sleepers and whatnot).
  23. [quote=Pille;685993@all I hope someone can assist me with the prefab XMLs. I am trying to find all valid property names and corresponding values. Example: <property name="AllowedBiomes" value="wasteland, pine_forest, plains, forest, snow, desert" /> There are values (and perhaps properties) which aren't used in the current prefab xml files, e.g. "burn_forest" is not used but should be a valid entry in AllowedBiomes. I tried to read the Assembly-CSharp.dll and found an incomplete list of properties but no value lists. Where can I find these things (do I really have to go through the other xml files (e.g. biomes.xml))? Your xml making gui should basically have checkboxes that include the biome names in biomes.xml, which would then add to the prefab's xml. The biomes are in biomes.xml and there aren't a lot. <biomemap id="01" name="snow"/> <biomemap id="02" name="forest"/> <biomemap id="03" name="pine_forest"/> <biomemap id="04" name="plains"/> <biomemap id="05" name="desert"/> <biomemap id="06" name="water"/> <biomemap id="07" name="radiated"/> <biomemap id="08" name="wasteland"/> <biomemap id="09" name="burnt_forest"/> <biomemap id="10" name="city"/> <biomemap id="11" name="city_wasteland"/> <biomemap id="12" name="wasteland_hub"/> <biomemap id="13" name="caveFloor"/> <biomemap id="14" name="caveCeiling"/> ...and I'm fairly certain the cave ones don't work. etc...
  24. Some poi's have modifiers to increase the gamestage within the prefab. Nice stuff with decent potential. Also, since you can create custom prefab spawn groups, you could say, fill a police station with swat team zombies, if the UMA zombies still worked...
  25. @laz May or may not be info you know: https://7daystodie.com/forums/showthread.php?7564-Hal-s-Prefab-Editor&p=665970&viewfull=1#post665970
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