Jackelmyer Posted September 10, 2017 Share Posted September 10, 2017 Emojis gone wrong. Pft Link to comment Share on other sites More sharing options...
Pille Posted September 10, 2017 Author Share Posted September 10, 2017 Ahh ok, I thought you called me a ��������. Link to comment Share on other sites More sharing options...
Laz Man Posted September 11, 2017 Share Posted September 11, 2017 Ofc this was a little exaggeration. lol ���? Without your editor, theres a good chance there would be no custom prefabs for A16 And hurry up with your tower so everyone can be amazed at all the fine craftsmanship . Link to comment Share on other sites More sharing options...
Pille Posted September 11, 2017 Author Share Posted September 11, 2017 And hurry up with your tower so everyone can be amazed at all the fine craftsmanship . Make more prefabs I can steal from. ;p Link to comment Share on other sites More sharing options...
Jackelmyer Posted September 11, 2017 Share Posted September 11, 2017 Ahh ok, I thought you called me a ��������. Yeah! I called you that! And I'll do it again! Means yer a really swell guy with a neato editor fyi... Awww... I'm not a total troll. Link to comment Share on other sites More sharing options...
Pille Posted September 11, 2017 Author Share Posted September 11, 2017 Yeah! I called you that! And I'll do it again! Means yer a really swell guy with a neato editor fyi... Awww... I'm not a total troll. Ahh thanks man and thanks for teaching me a new neato slang word.^^ Link to comment Share on other sites More sharing options...
Pille Posted September 24, 2017 Author Share Posted September 24, 2017 (edited) Unfortunately, version 0.4 is still not ready (soon® though). So instead of an update you get some hints regarding rotations (that's something I've discovered recently). There are blocks having the property OnlySimpleRotations. If you open the block.xml and remove all occurrences of the line <property name="OnlySimpleRotations" value="true"/> you should have more available rotations for certain blocks (e.g. for the garage door). However, there are other rotations which will still remain inaccessible ingame (you can set them in the editor though even if you haven't modded the blocks.xml). Does anybody how we can make all rotations available (without editor / for ingame usage)? Edited September 25, 2017 by Pille (see edit history) Link to comment Share on other sites More sharing options...
Laz Man Posted September 24, 2017 Share Posted September 24, 2017 Unfortunately, version 0.4 is still not ready (soon® though). So instead of an update you get some hints regarding rotations (that's something I've discovered recently). There are blocks having the property OnlySimpleRotations. If you open the block.xml and remove all occurrences of the line <property name="OnlySimpleRotations" value="false"/> you should have more available rotations for certain blocks (e.g. for the garage door). However, there are other rotations which will still remain inaccessible ingame (you can set them in the editor though even if you haven't modded the blocks.xml). Does anybody how we can make all rotations available (without editor / for ingame usage)? Thats cool to know! Side note about the garage door. You have to be careful how you place it as placing it to near to certain blocks can cause cast ray errors. I assume this is due to some collision detection for the door when it opens/closes. I ran into this problem when using it as the door for my outdoor garbage enclosure within my mcdowell's prefab. Link to comment Share on other sites More sharing options...
Pille Posted September 24, 2017 Author Share Posted September 24, 2017 (edited) Thats cool to know! Actually it's annoying since we have to recheck hundreds of blocks ids (because some of the blocks could have an useful unknown rotation^^). Side note about the garage door. You have to be careful how you place it as placing it to near to certain blocks can cause cast ray errors. I assume this is due to some collision detection for the door when it opens/closes. I ran into this problem when using it as the door for my outdoor garbage enclosure within my mcdowell's prefab. Ohh thanks for the hint! Edited September 24, 2017 by Pille (see edit history) Link to comment Share on other sites More sharing options...
Mr.Kinder Posted September 29, 2017 Share Posted September 29, 2017 New to your wonderful tool and pre-fabs in general. I have been making some very small basic prefabs using the guides that you guys have been making and I really love the programe. I wanted to put some on a map to see them but the only way I have found to do so is through Hals prefab program. Is this right? and one more question. How could I get these prefabs onto my existing mp PVP server? Thank you Link to comment Share on other sites More sharing options...
Spectral Force Posted September 29, 2017 Share Posted September 29, 2017 I have been making some very small basic prefabs using the guides that you guys have been making and I really love the programe. I wanted to put some on a map to see them but the only way I have found to do so is through Hals prefab program. Is this right? and one more question. How could I get these prefabs onto my existing mp PVP server? Thank you To get them on your pvp server, you'd have to upload the tts file to the prefab server, and have either Coppi's Mod or Bad Company Manager installed on the server. You can use either to import your prefab. Link to comment Share on other sites More sharing options...
n2n1 Posted September 29, 2017 Share Posted September 29, 2017 (edited) They do what they should do. You place an entity somewhere in the prefab and the entity spawns (together with the prefab, no matter if RWG or Hal's import function). Yes yes - this is work for a16! (i checked this on my old prefabs). Cool ! I wait this feature! ...but i couldn't spawn this way in RWG... (before, i tested it on Navezgane) Edited September 29, 2017 by n2n1 (see edit history) Link to comment Share on other sites More sharing options...
stallionsden Posted September 29, 2017 Share Posted September 29, 2017 To get them on your pvp server, you'd have to upload the tts file to the prefab server, and have either Coppi's Mod or Bad Company Manager installed on the server. You can use either to import your prefab. Yeh the three - Stompynzs badco api. Hals commands or coppis. But if you have a tts you can also upload to your server and place the prefab into the rwgmixer to for it to spawn naturally. Link to comment Share on other sites More sharing options...
Pille Posted October 1, 2017 Author Share Posted October 1, 2017 @Spectral Force, stallionsden Thanks for being so supportive. @Mr.Kinder I think Spectral Force and stallionsden have already answered your questions but if there's anything else you want to know, just ask. @n2n1 That would be bad. I'll have a look at this issue. Thanks. Link to comment Share on other sites More sharing options...
Guppycur Posted October 1, 2017 Share Posted October 1, 2017 Please add a feature that writes my claims for me, thanks. Link to comment Share on other sites More sharing options...
Royal Deluxe Posted October 1, 2017 Share Posted October 1, 2017 a really nice idea would be a Randompaint. Means the user can make a list of blocks he want and give every block a propability As example, the user make a free field and want to place Boulder 0.1% Azalea 5% Rock01 2% Rock02 2% Rock03 2% Rock04 2% Rock05 1% Rock06 1% Rock07 1% Rock08 1% Rock09 1% Grass .... Link to comment Share on other sites More sharing options...
Royal Deluxe Posted October 1, 2017 Share Posted October 1, 2017 Thats cool to know! Side note about the garage door. You have to be careful how you place it as placing it to near to certain blocks can cause cast ray errors. I assume this is due to some collision detection for the door when it opens/closes. I ran into this problem when using it as the door for my outdoor garbage enclosure within my mcdowell's prefab. Had the same issue, good to know https://7daystodie.com/forums/showthread.php?74279-Maybe-Modrelated-Bug-But-maybe-it-helps-detecting-in-Vanilla Link to comment Share on other sites More sharing options...
Pille Posted October 1, 2017 Author Share Posted October 1, 2017 (edited) @n2n1 (before, i tested it on Navezgane) Me too. I am not able to use the static spawns in RWG. That's really annoying. @Guppycur Please add a feature that writes my claims for me, thanks. What kind of claims are you talking about? lol @Royal Delux Had the same issue, good to know https://7daystodie.com/forums/showthread.php?74279-Maybe-Modrelated-Bug-But-maybe-it-helps-detecting-in-Vanilla Have you fixed the prefab (because I don't get any error messages)? a really nice idea would be a Randompaint. Means the user can make a list of blocks he want and give every block a propability As example, the user make a free field and want to place Boulder 0.1% Azalea 5% Rock01 2% Rock02 2% Rock03 2% Rock04 2% Rock05 1% Rock06 1% Rock07 1% Rock08 1% Rock09 1% Grass .... There were ideas in my head for a random vegetation brush and actually there's no reason to not have such a feature. Edited October 1, 2017 by Pille (see edit history) Link to comment Share on other sites More sharing options...
stallionsden Posted October 5, 2017 Share Posted October 5, 2017 So quiet in here lol. Def means your mod is working great and meeting the needs it should :-) Pille well done Link to comment Share on other sites More sharing options...
Laz Man Posted October 5, 2017 Share Posted October 5, 2017 Ive been meaning to map out all the decals for pille so he can properly label them in the editor. Haven't gotten around to it yet... Link to comment Share on other sites More sharing options...
Pille Posted October 6, 2017 Author Share Posted October 6, 2017 So quiet in here lol. Def means your mod is working great and meeting the needs it should :-) Pille well done It also means, I needed a break. ^^ And now it's hard to get the hang of my chaotic source code. Link to comment Share on other sites More sharing options...
stallionsden Posted October 6, 2017 Share Posted October 6, 2017 It also means, I needed a break. ^^ And now it's hard to get the hang of my chaotic source code. That to lol. Was merely stating how awesome the mod is working and you done a great job :-) Link to comment Share on other sites More sharing options...
Ulema Posted October 7, 2017 Share Posted October 7, 2017 Convert Prefab from 16.2 to 16.3 Hello guys, I want to convert a prefab from a 16.2 server to a 16.3. I think that can be done with this editor, but i have no idea how Is there a way to see if some bocks are not recognize or something ? Link to comment Share on other sites More sharing options...
Royal Deluxe Posted October 7, 2017 Share Posted October 7, 2017 @Royal Delux Have you fixed the prefab (because I don't get any error messages)? Sadly not. I made other Prefabs instead Link to comment Share on other sites More sharing options...
stallionsden Posted October 7, 2017 Share Posted October 7, 2017 (edited) Hello guys, I want to convert a prefab from a 16.2 server to a 16.3. I think that can be done with this editor, but i have no idea how Is there a way to see if some bocks are not recognize or something ? I got 15.2 prefabs in my a16.3 game lol. You need to use Hals prefab converter. The place tts and xml in a16.3 game prefab folder and then use pille editor to view prefab. I fairly certain a16.2 prefabs will be the same as a16.3. As my village hadnt changed in the update. Edited October 8, 2017 by stallionsden (see edit history) Link to comment Share on other sites More sharing options...
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