random person Posted March 13, 2018 Share Posted March 13, 2018 I was making a crawbar mod so I can open gun safes with one hit , so my idea was to make it weak but with a high damage bonus that works onely for safes . Any idea of what I can do ? Link to comment Share on other sites More sharing options...
Crater Creator Posted March 13, 2018 Share Posted March 13, 2018 I haven’t tried it, but I would attempt to make a new “safe” material just for safes or whatever else you want to be affectedset the gun safe block to use the new materialgive your crowbar item a high “damageBonus.safe” value (I could have the syntax wrong - posting from my phone). Link to comment Share on other sites More sharing options...
random person Posted March 13, 2018 Author Share Posted March 13, 2018 I haven’t tried it, but I would attempt to make a new “safe” material just for safes or whatever else you want to be affectedset the gun safe block to use the new materialgive your crowbar item a high “damageBonus.safe” value (I could have the syntax wrong - posting from my phone). I tried to add a new material called safe but it didn't work as a damage category . Link to comment Share on other sites More sharing options...
xyth Posted March 13, 2018 Share Posted March 13, 2018 I tried to add a new material called safe but it didn't work as a damage category . If I recall correctly, in TS A15 we had to edit the assembly.DLL to add new custom damage categories Link to comment Share on other sites More sharing options...
Clockwork Orange Posted March 13, 2018 Share Posted March 13, 2018 Make the crowbar able to upgrade the safes with right click EG <block id="628" name="cntGunSafe"> <property name="Group" value="Building"/> <property name="Class" value="SecureLoot"/> <property name="Material" value="Mmetal_hard"/> <property name="Shape" value="ModelEntity"/> <property name="Model" value="Entities/LootContainers/gun_safePrefab"/> <property name="MultiBlockDim" value="1,2,1"/> <property name="ImposterExchange" value="imposterBlock" param1="18"/> <property name="IsTerrainDecoration" value="true"/> <property name="Place" value="TowardsPlacerInverted"/> <property name="LootList" value="42"/> <property name="DowngradeBlock" value="cntGunSafeInsecure"/> <property class="RepairItems"> <property name="forgedIron" value="20"/> </property> [color="#FFFF00"]<property class="UpgradeBlock"> <property name="ToBlock" value="cntGunSafeInsecure"/> <property name="Item" value="Crowbar"/> <property name="ItemCount" value="0"/> <property name="UpgradeHitCount" value="8"/> </property>[/color] <drop event="Destroy" count="0"/> <drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/> <property name="EconomicValue" value="690"/> </block> Link to comment Share on other sites More sharing options...
random person Posted March 14, 2018 Author Share Posted March 14, 2018 Make the crowbar able to upgrade the safes with right clic EG <block id="628" name="cntGunSafe"> <property name="Group" value="Building"/> <property name="Class" value="SecureLoot"/> <property name="Material" value="Mmetal_hard"/> <property name="Shape" value="ModelEntity"/> <property name="Model" value="Entities/LootContainers/gun_safePrefab"/> <property name="MultiBlockDim" value="1,2,1"/> <property name="ImposterExchange" value="imposterBlock" param1="18"/> <property name="IsTerrainDecoration" value="true"/> <property name="Place" value="TowardsPlacerInverted"/> <property name="LootList" value="42"/> <property name="DowngradeBlock" value="cntGunSafeInsecure"/> <property class="RepairItems"> <property name="forgedIron" value="20"/> </property> [color="#FFFF00"]<property class="UpgradeBlock"> <property name="ToBlock" value="cntGunSafeInsecure"/> <property name="Item" value="Crowbar"/> <property name="ItemCount" value="0"/> <property name="UpgradeHitCount" value="8"/> </property>[/color] <drop event="Destroy" count="0"/> <drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/> <property name="EconomicValue" value="690"/> </block> Nope , that wont work in my case . - - - Updated - - - If I recall correctly, in TS A15 we had to edit the assembly.DLL to add new custom damage categories So how did you do that ?? Will it work if I write a skript on unity and do it with the sdx tool ? Link to comment Share on other sites More sharing options...
Blight Posted March 14, 2018 Share Posted March 14, 2018 "* damage_category = head, glass, stone, cloth, concrete, boulder, metal, wood, earth, snow, plants, leaves Used to determine the damage category if an item hits this block. This corresponds to <property name="DamageBonus.earth" value="5" /> in items.xml so this is used for bonus damage." for what is boulder used (cant find a item)? maybe change/try that. Link to comment Share on other sites More sharing options...
random person Posted March 14, 2018 Author Share Posted March 14, 2018 "* damage_category = head, glass, stone, cloth, concrete, boulder, metal, wood, earth, snow, plants, leaves Used to determine the damage category if an item hits this block. This corresponds to <property name="DamageBonus.earth" value="5" /> in items.xml so this is used for bonus damage." for what is boulder used (cant find a item)? maybe change/try that. Oh , that might actually work !! Thanks dude . Link to comment Share on other sites More sharing options...
random person Posted March 14, 2018 Author Share Posted March 14, 2018 Thank you ! It actually worked . Link to comment Share on other sites More sharing options...
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