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dr.toast

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  1. Answers my questions brilliantly, also thanks for the reminder on the backups. I just assumed I could postpone or rollback but hadn't considered it wouldn't rollback to my changes in the event of an update. I'll get right on that.
  2. dr.toast

    Car Respawning

    In 16.4 the base code from the front page OP had some minor errors that caused a failure to load. Mostly a block id incompatibility, and referencing invalid sedan model names for the respawn damage state. This is cleaned up for anyone looking for a current 16.4 basic mod. It also regens cars in all colours, but I didn't adjust anything so that may have been changed by an official patch? PS. I don't know if its something affected by this code or not. (Ie. it may be in vanilla too but I wasnt paying attention to it till I was modifying it) The third damage state of sedan sound effect changes from metal to stone when wrenched. Any ideas? Blocks <block id="1455" name="cntCar03SedanDamage2"> <property name="Material" value="metal" /> <property name="Class" value="CarExplode" /> <property name="Shape" value="ModelEntity" /> <property name="Texture" value="26" /> <property name="IsTerrainDecoration" value="true" /> <property name="Place" value="TowardsPlacer" /> <property name="Model" value="Entities/Vehicles/car03_dmg2_Prefab" /> <property name="MultiBlockDim" value="2,2,6" /> <property name="ShowModelOnFall" value="false" /> <drop event="Harvest" name="shortMetalPipe" count="5" prob="0.5" tool_category="Disassemble" /> <drop event="Harvest" name="gasCan" count="20" prob="0.3" /> <drop event="Harvest" name="headlight" count="1" prob="0.45" tool_category="Disassemble" /> <drop event="Harvest" name="scrapIron" count="4" prob="1" tool_category="Disassemble"/> <drop event="Destroy" name="scrapIron" count="1,2" prob="1" /> <drop event="Fall" name="scrapMetalPile" count="1" prob="1" stick_chance="1" /> <property name="DowngradeBlock" value="CarRespawner-AirBlockStage" /> <property name="BigDecorationRadius" value="5" /> <property name="CanDecorateOnSlopes" value="false" /> <property class="Explosion"> <property name="ParticleIndex" value="4" /> <!-- which prefab/particle is used --> <property name="RadiusBlocks" value="5" /> <!-- damage radius for blocks --> <property name="BlockDamage" value="5000" /><!-- damage for blocks in the center of the explosion --> <property name="RadiusEntities" value="5" /> <!-- damage radius for entities --> <property name="EntityDamage" value="70" /> <!-- damage for entities in the center of the explosion --> </property> </block> <block id="2031" name="CarRespawner-AirBlockStage"> <property name="CustomIcon" value="sidingBluePlasterMiddleBlock" /> <property name="IsDeveloper" value="true" /> <property name="Class" value="PlantGrowing" /> <property name="Material" value="airEnhanced" /> <property name="Shape" value="Invisible" /> <property name="Texture" value="250" /> <property name="CanMobsSpawnOn" value="false" /> <drop event="Destroy" count="0" /> <property name="IsTerrainDecoration" value="true" /> <property name="PlantGrowing.Next" value="cntCar03SedanDamage0" /> <property name="PlantGrowing.GrowthRate" value="420" /><!-- amount of days for respawn 60 equals 1 day--> <property name="PlantGrowing.FertileLevel" value="0" /> <property name="PlantGrowing.IsRandom" value="false" /> </block>
  3. Howdy Sphereii. Firstly, I have to respect your commitment to the consumer support you have displayed in this thread. Secondly, I wanted to start using mods on this game for the first time and therefore your mod launcher too. However, if I have slowly made my own xml edits to the base game over time and installed a custom UI (SMX) directly to the vanilla games folders. Will using this launcher cause issues / reset my edits already made? I saw it had an advanced option for "seperating mods and making fresh copies of the game" but I was wondering if this pulled a new copy from steam or simply did a copy/paste of the existing "vanilla files" edits and all that are already on my pc?
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