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bdubyah

bdubyah

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>

 

bdubyah

bdubyah

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.

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