Riamus Posted November 4, 2023 Share Posted November 4, 2023 I'd really like to have a 7x4 roll up door to be powered. Is there a way to make a custom block of that door that's powered? If I need a C# mod for it, that would be okay, but I'd prefer an XML method if such is available. Thanks. Link to comment Share on other sites More sharing options...
BFT2020 Posted November 4, 2023 Share Posted November 4, 2023 12 hours ago, Riamus said: I'd really like to have a 7x4 roll up door to be powered. Is there a way to make a custom block of that door that's powered? If I need a C# mod for it, that would be okay, but I'd prefer an XML method if such is available. Thanks. I believe you have to copy and modify the block to allow it to be powered. I don't think you can do it just in xml. 1 Link to comment Share on other sites More sharing options...
bdubyah Posted November 4, 2023 Share Posted November 4, 2023 (edited) I think you can just add the class to it. The only issue before was the wires connecting in weird spots, but since you don't see them normally now it shouldn't matter. I made powered versions of those doors in Wasteland. Honestly haven't tested them in A21 but I'd imagine they still work. Let me go test them real quick. Edit: Yeah, they seem to work just fine still. Here is the xml from one of them. Pretty sure the class is the only real change from the unpowered ones, other than the Type icon. <block name="rollUpDoor3x3WhitePoweredWL"> <property name="Class" value="PoweredDoor"/> <property name="Material" value="Mmetal"/> <property name="CustomIcon" value="rollUpDoor3x3White"/> <property name="ItemTypeIcon" value="electric_power"/> <property name="StabilitySupport" value="false"/> <property name="StartDamage" value="0"/> <property name="PassThroughDamage" value="true"/> <property name="LightOpacity" value="1"/> <property name="Shape" value="ModelEntity"/> <property name="Tags" value="door"/> <property name="BlockTag" value="Door"/> <property name="Model" value="Entities/Doors/RollUpDoor/rollUpDoorSmallPrefab"/> <property name="Place" value="Door"/> <property name="PlaceEverywhere" value="true"/> <property name="PlacementDistance" value="7"/> <property name="DisplayType" value="blockMulti"/> <property name="MultiBlockDim" value="3,3,1"/> <property name="OnlySimpleRotations" value="true"/> <property name="ModelOffset" value="0,0,0"/> <property name="ImposterExchange" value="imposterBlock" param1="35"/> <property name="MaxDamage" value="14000"/> <property name="MeshDamage" value=" DMG0, 14000, DMG1, 9000, DMG2, 4500 "/> <property name="OpenSound" value="door_rollup_small_open"/> <property name="CloseSound" value="door_rollup_small_close"/> <property class="RepairItems"> <property name="resourceForgedIron" value="10"/> </property> <drop event="Harvest" name="terrStone" count="0" tool_category="Disassemble"/> <drop event="Harvest" name="resourceScrapIron" count="100" tag="allHarvest"/> <drop event="Destroy" name="resourceSpring" count="2,6" tag="salvageHarvest"/> <drop event="Destroy" name="resourceMechanicalParts" count="2,7" tag="salvageHarvest"/> <drop event="Destroy" count="0"/> <drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/> <property name="Group" value="Building,advBuilding"/> <property name="EconomicValue" value="500"/> <property name="FilterTags" value="MC_building,SC_doors"/> <property name="SortOrder1" value="7060"/> <property name="SortOrder2" value="0100"/> </block> Edited November 4, 2023 by bdubyah (see edit history) 1 Link to comment Share on other sites More sharing options...
BFT2020 Posted November 4, 2023 Share Posted November 4, 2023 1 hour ago, bdubyah said: I think you can just add the class to it. The only issue before was the wires connecting in weird spots, but since you don't see them normally now it shouldn't matter. I made powered versions of those doors in Wasteland. Honestly haven't tested them in A21 but I'd imagine they still work. Let me go test them real quick. Ah, good to know. Was it workstations you couldn't power by electric through just xml changes or am I completely off my rocker here? Link to comment Share on other sites More sharing options...
Riamus Posted November 5, 2023 Author Share Posted November 5, 2023 3 hours ago, bdubyah said: I think you can just add the class to it. The only issue before was the wires connecting in weird spots, but since you don't see them normally now it shouldn't matter. I made powered versions of those doors in Wasteland. Honestly haven't tested them in A21 but I'd imagine they still work. Let me go test them real quick. Edit: Yeah, they seem to work just fine still. Here is the xml from one of them. Pretty sure the class is the only real change from the unpowered ones, other than the Type icon. <block name="rollUpDoor3x3WhitePoweredWL"> <property name="Class" value="PoweredDoor"/> <property name="Material" value="Mmetal"/> <property name="CustomIcon" value="rollUpDoor3x3White"/> <property name="ItemTypeIcon" value="electric_power"/> <property name="StabilitySupport" value="false"/> <property name="StartDamage" value="0"/> <property name="PassThroughDamage" value="true"/> <property name="LightOpacity" value="1"/> <property name="Shape" value="ModelEntity"/> <property name="Tags" value="door"/> <property name="BlockTag" value="Door"/> <property name="Model" value="Entities/Doors/RollUpDoor/rollUpDoorSmallPrefab"/> <property name="Place" value="Door"/> <property name="PlaceEverywhere" value="true"/> <property name="PlacementDistance" value="7"/> <property name="DisplayType" value="blockMulti"/> <property name="MultiBlockDim" value="3,3,1"/> <property name="OnlySimpleRotations" value="true"/> <property name="ModelOffset" value="0,0,0"/> <property name="ImposterExchange" value="imposterBlock" param1="35"/> <property name="MaxDamage" value="14000"/> <property name="MeshDamage" value=" DMG0, 14000, DMG1, 9000, DMG2, 4500 "/> <property name="OpenSound" value="door_rollup_small_open"/> <property name="CloseSound" value="door_rollup_small_close"/> <property class="RepairItems"> <property name="resourceForgedIron" value="10"/> </property> <drop event="Harvest" name="terrStone" count="0" tool_category="Disassemble"/> <drop event="Harvest" name="resourceScrapIron" count="100" tag="allHarvest"/> <drop event="Destroy" name="resourceSpring" count="2,6" tag="salvageHarvest"/> <drop event="Destroy" name="resourceMechanicalParts" count="2,7" tag="salvageHarvest"/> <drop event="Destroy" count="0"/> <drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/> <property name="Group" value="Building,advBuilding"/> <property name="EconomicValue" value="500"/> <property name="FilterTags" value="MC_building,SC_doors"/> <property name="SortOrder1" value="7060"/> <property name="SortOrder2" value="0100"/> </block> Thank you so much! I'll set that up tonight. It will look so good on our underground parking garage door for castle. 😁 Just having fun on this game now because the save is partially corrupted and can't go in various parts of the map without crashing. Having some fun until I get my new map created. This will be great to have. Link to comment Share on other sites More sharing options...
bdubyah Posted November 5, 2023 Share Posted November 5, 2023 2 hours ago, BFT2020 said: Ah, good to know. Was it workstations you couldn't power by electric through just xml changes or am I completely off my rocker here? Probably what you were thinking of. Those aren't easy like doors because the door is a simple class swap in xml, where that isn't possible for workstations. Link to comment Share on other sites More sharing options...
Riamus Posted November 5, 2023 Author Share Posted November 5, 2023 6 hours ago, bdubyah said: I think you can just add the class to it. The only issue before was the wires connecting in weird spots, but since you don't see them normally now it shouldn't matter. I made powered versions of those doors in Wasteland. Honestly haven't tested them in A21 but I'd imagine they still work. Let me go test them real quick. Edit: Yeah, they seem to work just fine still. Here is the xml from one of them. Pretty sure the class is the only real change from the unpowered ones, other than the Type icon. <block name="rollUpDoor3x3WhitePoweredWL"> <property name="Class" value="PoweredDoor"/> <property name="Material" value="Mmetal"/> <property name="CustomIcon" value="rollUpDoor3x3White"/> <property name="ItemTypeIcon" value="electric_power"/> <property name="StabilitySupport" value="false"/> <property name="StartDamage" value="0"/> <property name="PassThroughDamage" value="true"/> <property name="LightOpacity" value="1"/> <property name="Shape" value="ModelEntity"/> <property name="Tags" value="door"/> <property name="BlockTag" value="Door"/> <property name="Model" value="Entities/Doors/RollUpDoor/rollUpDoorSmallPrefab"/> <property name="Place" value="Door"/> <property name="PlaceEverywhere" value="true"/> <property name="PlacementDistance" value="7"/> <property name="DisplayType" value="blockMulti"/> <property name="MultiBlockDim" value="3,3,1"/> <property name="OnlySimpleRotations" value="true"/> <property name="ModelOffset" value="0,0,0"/> <property name="ImposterExchange" value="imposterBlock" param1="35"/> <property name="MaxDamage" value="14000"/> <property name="MeshDamage" value=" DMG0, 14000, DMG1, 9000, DMG2, 4500 "/> <property name="OpenSound" value="door_rollup_small_open"/> <property name="CloseSound" value="door_rollup_small_close"/> <property class="RepairItems"> <property name="resourceForgedIron" value="10"/> </property> <drop event="Harvest" name="terrStone" count="0" tool_category="Disassemble"/> <drop event="Harvest" name="resourceScrapIron" count="100" tag="allHarvest"/> <drop event="Destroy" name="resourceSpring" count="2,6" tag="salvageHarvest"/> <drop event="Destroy" name="resourceMechanicalParts" count="2,7" tag="salvageHarvest"/> <drop event="Destroy" count="0"/> <drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/> <property name="Group" value="Building,advBuilding"/> <property name="EconomicValue" value="500"/> <property name="FilterTags" value="MC_building,SC_doors"/> <property name="SortOrder1" value="7060"/> <property name="SortOrder2" value="0100"/> </block> This worked perfectly! Thanks again! Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now