Prisma501 Posted July 2, 2017 Share Posted July 2, 2017 Where is the file located that needs these changes? Thanks ;-) \CoppisAdditions\src\Commands\PrefabRender.cs Starting from line 174 remove the GameManager.bPhysicsActive toggles and replace the stabilitycalculation code from my post. I have not looked at the undo code as i dont undo, but that need work too if you wanna use. StompyNZ is actively working on that, so if you have questions about the undo he might be able to help. Cheers Link to comment Share on other sites More sharing options...
Ash Posted July 2, 2017 Share Posted July 2, 2017 \CoppisAdditions\src\Commands\PrefabRender.cs Starting from line 174 remove the GameManager.bPhysicsActive toggles and replace the stabilitycalculation code from my post. I have not looked at the undo code as i dont undo, but that need work too if you wanna use. StompyNZ is actively working on that, so if you have questions about the undo he might be able to help. Cheers Thank you very much for taking the time to explain this. ;-) Link to comment Share on other sites More sharing options...
StompyNZ Posted July 3, 2017 Share Posted July 3, 2017 I have not looked at the undo code as i dont undo, but that need work too if you wanna use. StompyNZ is actively working on that, so if you have questions about the undo he might be able to help. Needs the SleeperVolumeStart to not be null prefab.SleeperVolumesStart = new List<Vector3i>(); I've got prefab and block stuff working on my api mod, though I've changed the block insert to directly change the blocks rather than making a prefab first, and i'll be changing them both (and export) to use a map visitor method instead so you dont even have to have anyone in game for them to work. Link to comment Share on other sites More sharing options...
Ash Posted July 4, 2017 Share Posted July 4, 2017 I've tried but I just don't have the knowledge to edit that .cs file. I can view it but not sure how to edit. Does anyone have a modified working coppisadditions.dll they would be willing to share? (for A16) I'm most interested in being able to use pblock and the prefab commands. Link to comment Share on other sites More sharing options...
Zvex Posted July 12, 2017 Share Posted July 12, 2017 I've got prefab and block stuff working on my api mod Is that a public mod? If not, could you share it please? Link to comment Share on other sites More sharing options...
StompyNZ Posted July 12, 2017 Share Posted July 12, 2017 Is that a public mod? If not, could you share it please? https://7daystodie.com/forums/showthread.php?57569-Bad-Company-Manager-(ApiMod-for-Servers) I update quite regularly so it's often on the first or second page under mods Link to comment Share on other sites More sharing options...
kdawg Posted July 13, 2017 Share Posted July 13, 2017 so guess nothing new from coppi? Link to comment Share on other sites More sharing options...
Smegzor Posted July 14, 2017 Share Posted July 14, 2017 so guess nothing new from coppi? Guess again. He has released an update for A16 stable. I haven't managed to test it yet as my game blows up still. I'm about to try some of the tricks to be able to join my server. Link to comment Share on other sites More sharing options...
Smegzor Posted July 14, 2017 Share Posted July 14, 2017 I have tested Coppi's update and the digging and prefab commands are working. The only thing I noticed which is a Pimps change in A16 is if you are under the map and try to dig out an area that isn't connected to any air, it will do the digging at ground level above you which mostly results in a shallow pit. I have bundled Coppi's update here. Also included is StompyNZ's mod which I will be adding bot support for soon. If you don't want it, just upload Coppi's folder from the zip. Alternatively just look for it in his OneDrive, linked on page one. Look in the folder Compilated. It is the 2nd A16 zip. If unsure, click on one and you will see its full filename. Link to comment Share on other sites More sharing options...
StompyNZ Posted July 14, 2017 Share Posted July 14, 2017 The underground thing is because coppis code still uses entityplayer.position instead of serverpos Link to comment Share on other sites More sharing options...
Retsof123 Posted July 26, 2017 Share Posted July 26, 2017 @Coppi, could you update the first post to reflect the new versions please so stream-line servers can verify before updating our servers. Thanks. Also, the compilated drive repository needs to have the naming convention stay the same. previously it had '_3.0' now shows '(A16'. Easy to miss at the other end of the list, lol. Cheers Link to comment Share on other sites More sharing options...
Guppycur Posted July 26, 2017 Share Posted July 26, 2017 Does spawnhorde work for others since a16? Also, if I have Allocs and coppis installed, and they have the same commands but different versions of those commands, which wins? Perhaps a command naming convention would help? Link to comment Share on other sites More sharing options...
LogicAudio Posted July 26, 2017 Share Posted July 26, 2017 \CoppisAdditions\src\Commands\PrefabRender.cs Starting from line 174 remove the GameManager.bPhysicsActive toggles and replace the stabilitycalculation code from my post. I have not looked at the undo code as i dont undo, but that need work too if you wanna use. StompyNZ is actively working on that, so if you have questions about the undo he might be able to help. Cheers Hi, perhaps I'm a little dense, but I only seem to see two files : CoppisAdditions.dll and ModInfo.xml. I do not have any subfolders or the PrefabRender.cs file. Please help, I really want to be able to use prender again. Thanks! Link to comment Share on other sites More sharing options...
Guppycur Posted July 26, 2017 Share Posted July 26, 2017 You need the source download to see that, not the install download. Link to comment Share on other sites More sharing options...
StompyNZ Posted July 26, 2017 Share Posted July 26, 2017 Does spawnhorde work for others since a16? Also, if I have Allocs and coppis installed, and they have the same commands but different versions of those commands, which wins? Perhaps a command naming convention would help? allocs loads first because alphabet etc... if the same command is in both the first to load wins (you see messages in log just after mods load when it registers commands) Link to comment Share on other sites More sharing options...
pickledorange Posted July 26, 2017 Share Posted July 26, 2017 Coloured Names conflict Hi All, So i Admin a server that uses CBSM and Coppi MOD. Ive come across a problem where if the player has a coloured name the CBSM commands fail to work. Is there a way for me to solve this or would that be a CBSM issue? Link to comment Share on other sites More sharing options...
StompyNZ Posted July 27, 2017 Share Posted July 27, 2017 cbsm would need to fix that, good luck with that, they seem happy to take money and if you are lucky you might catch them on the 1 day a month they pop in to check subscriptions etc. Link to comment Share on other sites More sharing options...
LogicAudio Posted July 27, 2017 Share Posted July 27, 2017 You need the source download to see that, not the install download. Hmm... Is there an already edited file online somewhere? I'd need to have it so that I could link it to gameservers.com can update my mod server files. I wouldn't know how to edit these files myself. /shrug Link to comment Share on other sites More sharing options...
Suicidasestao Posted August 4, 2017 Share Posted August 4, 2017 Hi. Update the game to version 16.2 and some coppi commands do not work now. By putting: pblock p1 Result: *** ERROR: Executing command "pblock" failed: Method not found "prefab.RotateY" Does anyone know how to fix it? Link to comment Share on other sites More sharing options...
danilocoppi Posted August 4, 2017 Author Share Posted August 4, 2017 Now working with A16.2 I'm sorry for my disappearance. Unfortunately some events were preventing me from having time to take care of the mod. Hi. Update the game to version 16.2 and some coppi commands do not work now. By putting: pblock p1 Result: *** ERROR: Executing command "pblock" failed: Method not found "prefab.RotateY" Does anyone know how to fix it? Link to comment Share on other sites More sharing options...
SylenThunder Posted August 5, 2017 Share Posted August 5, 2017 Now working with A16.2 I'm sorry for my disappearance. Unfortunately some events were preventing me from having time to take care of the mod. Have you updated 3.0 to work, or is there a newer version I'm not seeing? Link to comment Share on other sites More sharing options...
Royal Deluxe Posted August 5, 2017 Share Posted August 5, 2017 I'm sorry for my disappearance. Unfortunately some events were preventing me from having time to take care of the mod. Thx for your work, was very helpfull in the past. Link to comment Share on other sites More sharing options...
D3X_87 Posted August 5, 2017 Share Posted August 5, 2017 Hi. Update the game to version 16.2 and some coppi commands do not work now. By putting: pblock p1 Result: *** ERROR: Executing command "pblock" failed: Method not found "prefab.RotateY" Does anyone know how to fix it? I Updated the game and updated Coppi mod and still getting these errors Link to comment Share on other sites More sharing options...
SpTeNn Posted August 5, 2017 Share Posted August 5, 2017 Game 16.2b7 + CoppisAdditions(a16_2)_3.3.rar It does not work for us. ///// ERROR: Executing command "pblock" failed: Method not found "prefab.RotateY" /////// Waiting for u new update ;-) Thx Link to comment Share on other sites More sharing options...
ChocolateDough Posted August 5, 2017 Share Posted August 5, 2017 It looks like he updated the mod info and the readme in the very first file last night (EST), but may have forgotten to copy over the new dll since it is outdated. CoppisAdditions(a16_2)_3.3 Link to comment Share on other sites More sharing options...
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