Valmar Posted January 18, 2016 Author Share Posted January 18, 2016 Ah, thats right, the damnable class. Shame we can't assign multiple classes. Well, we can, but only specific ones work together. Oh well. Sorry for the false hope. I may at some point tidy the code up (such as your extends example) and add a upgrade path for them. Though its really low on my list atm. My attention is on the Medieval project. Lol. I will keep it in mind, however. Its a good idea. Link to comment Share on other sites More sharing options...
Gazz Posted January 18, 2016 Share Posted January 18, 2016 Hmm. I changed the upgrade item to "nail"... because that makes a lot of sense and works equally well for all of them! =) Link to comment Share on other sites More sharing options...
Valmar Posted January 18, 2016 Author Share Posted January 18, 2016 Very clever and a good use of the nails. [secretly steals ideas from the GazzTech blueprints] Link to comment Share on other sites More sharing options...
Gazz Posted January 18, 2016 Share Posted January 18, 2016 Think outside the box of nails! Otherwise the things don't stop poking you. Link to comment Share on other sites More sharing options...
Valmar Posted February 4, 2016 Author Share Posted February 4, 2016 I finally gotten around to take your advice, Gazz, and have adjusted the code to allow the lights to be nailed down. Also swept some things up with the lovely extends property. Link to comment Share on other sites More sharing options...
schwanz9000 Posted February 6, 2016 Share Posted February 6, 2016 I tried to get the endTableLamp to work with the methods you've applied in this mod. I've placed and replaced it ~20 times and it won't light. Is this not working because it needs to be a <property name="Shape" value="ModelEntity" /> type or because it doesn't naturally light up in the first place? I thought adding <property name="Light" value="0.5" /> would allow that. Maybe not? <block id="1607" name="endTableLampLight"> <property name="CustomIcon" value="endTableLamp" /> <property name="Class" value="Deadgrass" /> <property name="Material" value="furniture" /> <property name="Shape" value="Ext3dModel" /> <property name="Mesh" value="models" /> <property name="Model" value="Furniture/end_table_lamp" param1="main_mesh" /> <property name="Light" value="0.5" /> <property name="FuelValue" value="32" /> <property name="CanPickup" value="true" /> <property class="RepairItems"> <property name="wood" value="5" /> </property> <property name="Group" value="Decor/Miscellaneous" /> </block> Link to comment Share on other sites More sharing options...
Valmar Posted February 6, 2016 Author Share Posted February 6, 2016 I believe its because the end table does not ever light up in general. Have you ever found one on in-game? All of the light models I use have the ability to be triggered "on". But when you place them in-game they will not have this on property. Using the deadgrass class, for whatever reason, tricks them into triggering the on command and lighting up. The end table does not have any on command to trick on. If that makes sense. The light property, far as I know, does absolutely nothing. If anything MAYBE it determines how much "light" the zombies see from it but I don't know. I've never seen any visual difference in it. The only way to get the end table to "light" up is to add a candle particle, far as I know. Which is what I do in the code for it currently. Link to comment Share on other sites More sharing options...
schwanz9000 Posted February 7, 2016 Share Posted February 7, 2016 Yeah, that's what I thought too. Guess I'll just have to fudge it. Link to comment Share on other sites More sharing options...
SylenThunder Posted February 7, 2016 Share Posted February 7, 2016 I just used the candle particle on it. Downside is that candles can affect FPS some. It hasn't been terribly bad so far though. <block id="548" name="endTableLamp"> <property name="Class" value="Torch" /> <property name="ParticleName" value="candleWall_flame" /> <property name="ParticleOffset" value="0.5,0.75,0.5" /> <property name="Material" value="furniture" /> <property name="Shape" value="Ext3dModel" /> <property name="Mesh" value="models" /> <property name="Model" value="Furniture/end_table_lamp" param1="main_mesh" /> <property name="FuelValue" value="32" /> <property name="CanPickup" value="true" /> <property class="RepairItems"> <property name="wood" value="5" /> </property> <property name="Group" value="Decor/Miscellaneous" /> </block> Edit: still tinkering with the placement. It's a bit off center. Link to comment Share on other sites More sharing options...
Valmar Posted February 7, 2016 Author Share Posted February 7, 2016 @SylenThunder That's what I did also. It's also included in the mod code provided here incase it's been overlooked. Lol. <block id="1702" name="Table_Lamp"> <property name="Extends" value="endTableLamp" /> <property name="CustomIcon" value="endTableLamp" /> <property name="Class" value="Particle" /> <property name="ParticleName" value="candleWall_flame" /> <property name="ParticleOffset" value="0.5,1.6,0.48" /> <property name="Light" value="15" /> <drop event="Destroy" name="Table Lamp" count="1" prob="1" /> </block> Link to comment Share on other sites More sharing options...
Szynsz Posted March 31, 2016 Share Posted March 31, 2016 Hello Valmar, Your mod is updated for new version of game? Link to comment Share on other sites More sharing options...
Valmar Posted March 31, 2016 Author Share Posted March 31, 2016 This mod should still work in A14 if you adjust the block IDs to be something not already used. Other than the block IDs the code itself should be the same and still work. After I finish updating the Valmod Pack I'll go through these individual mods and ensure everything is running correctly. Link to comment Share on other sites More sharing options...
Szynsz Posted March 31, 2016 Share Posted March 31, 2016 Ok thx Link to comment Share on other sites More sharing options...
jerseyetr Posted March 31, 2016 Share Posted March 31, 2016 This mod doesn't work on A14 in its current state. You need to change the material of each item using metal_thin or metal_medium to Mmetal_thin or Mmetal_medium as per the new convention. Link to comment Share on other sites More sharing options...
Valmar Posted April 1, 2016 Author Share Posted April 1, 2016 This mod doesn't work on A14 in its current state. You need to change the material of each item using metal_thin or metal_medium to Mmetal_thin or Mmetal_medium as per the new convention. Actually in its most current state at the time of writing this much of the code is using extends. That is to say, only a few blocks have a material assigned to them. wood+wood and metal are the only two materials I believe is in the code currently. You're likely working off an earlier version of the code before I tidied it up. All the same this will be one of the first mods I give the ol A14 compatibility sweep too. Hopefully soon. Edit: Should be updated now. Link to comment Share on other sites More sharing options...
HjortenDK Posted April 3, 2016 Share Posted April 3, 2016 I can't get it to work with Alpha 14.3 I put it in as you typed. just copy pasted. the local game crash with errors.. see screenshot. hope it helps fixing it. Link to comment Share on other sites More sharing options...
Valmar Posted April 3, 2016 Author Share Posted April 3, 2016 I'd need to see your config folder or at least the output log to know where you went wrong. The code works fine. If it was added correctly you should have no issues. Just tested it out myself on a fresh vanilla A14.3 build. Link to comment Share on other sites More sharing options...
HjortenDK Posted April 3, 2016 Share Posted April 3, 2016 going to try again. made a fresh install. i'll let you know how it goes tomorrow. But thanks so faar. realy like you mod. Link to comment Share on other sites More sharing options...
LuckyStar Posted April 3, 2016 Share Posted April 3, 2016 Are you serious Val? You actually got these to work? Oooooh my gaaaaawsh I tried for so long to get these to work in game. This is just awesome! I'm really, really impressed. I can't to try these. Link to comment Share on other sites More sharing options...
Valmar Posted April 4, 2016 Author Share Posted April 4, 2016 Yep. Been having them since I believe before A12. Believe it or not the key to making them work is making them class as deadgrass. Weird, right? Sure, sometimes they dont turn on when you place them and require multiple tries... but once they do they stay on. Either way we have working electrical lights. A must for me. Link to comment Share on other sites More sharing options...
Spider Posted April 4, 2016 Share Posted April 4, 2016 I have a question for you Val. In 13 I used the extend = Air function on all electric POI lighting Blocks and it removed all artificial lighting from POIs. I get errors when I try the same thing this build. I tried removing all the lighting properties the class and the particle code but they all still have light coming from them. Do you know of any way to turn all the lights off in the block file? Link to comment Share on other sites More sharing options...
Valmar Posted April 4, 2016 Author Share Posted April 4, 2016 After a bit of tinkering I think I found a solution for you Spider. <property name="Shape" value="Invisible" /> Link to comment Share on other sites More sharing options...
LuckyStar Posted April 4, 2016 Share Posted April 4, 2016 Yep. Been having them since I believe before A12. Believe it or not the key to making them work is making them class as deadgrass. Weird, right? Sure, sometimes they dont turn on when you place them and require multiple tries... but once they do they stay on. Either way we have working electrical lights. A must for me. Ugh! I was close. I thought about grass. I just never hit the mark. Hahahaha looks like you have more conviction than me. Anything special I need to know about installing this? I'm going to insert it right now. Adjusting all my XML's from 13.6 over to 14.3 right now. [taking hours so far ] Link to comment Share on other sites More sharing options...
Valmar Posted April 4, 2016 Author Share Posted April 4, 2016 Only thing worth mentioning is that the lights don't always light up when placed. Though I pointed that out already. They're set to be able to pick up so you can easily pick up and replace if they turn on the first time. Also avoid making them line up on a wall completely. They need to be placed at least a block apart from each other or else they bug out. Not sure why, probably the grass trying to merge or something. Few people notice that problem though since I dont think many try to cover an entire wall with lights. Lol. Link to comment Share on other sites More sharing options...
Deccypher Posted April 4, 2016 Share Posted April 4, 2016 i see your nailed down spotlight made it in to the vanillia game ( and our workbenches) great work, I forone thing this whole lighting mod should make it to vanilla the fps gains of these vs tourches is amazing. vote valmar for pimp 2016 Link to comment Share on other sites More sharing options...
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