Jump to content

Trying to make a starter kit that destroys on close, I can't get it to work


METALmurderer

Recommended Posts

Ok, so I am playing around with modding in a pseudo profession system (would be ON TOP of the current perk system with additions, not replace it) and I wanted to make a starter kit item for each particular

 

This is what I have right now, that will load into the game without errors and properly append to each .xml, but it spawns in empty. Any and all help is appreciated. This is just trying to get a master to work what I can then extend on a profession by profession basis.

 

<configs>
<append xpath="/blocks">
<block name="kitMaster">
	<property name="CreativeMode" value="Player"/>
	<property name="Class" value="Loot"/>
	<property name="CustomIcon" value="cntChest01"/>
	<property name="Material" value="MwoodReinforced"/>
	<property name="StabilitySupport" value="false"/> <!-- build restriction -->
	<property name="Shape" value="Ext3dModel"/> <property name="Texture" value="293"/>
	<property name="Mesh" value="models"/>
	<property name="IsTerrainDecoration" value="true"/>
	<property name="FuelValue" value="300"/>
	<property name="Model" value="Entities/LootContainers/backpack01Prefab" />
	<property name="ImposterExchange" value="imposterQuarter" param1="154"/>
	<property name="Collide" value="movement,melee,bullet,arrow,rocket"/>
	<property name="OnlySimpleRotations" value="true"/>
	<property name="LPHardnessScale" value="8"/>
	<property name="FilterTags" value="floot"/>
</block>
</append>
</configs>

 

<configs>

<insertAfter xpath="/lootcontainers/lootgroup[@name='BuriedStashChest']">
<lootgroup name="copStarter" count="all">
<item name="gunPistolCopOld" quality="2"/>
<item name="ammo9mmBullet" count="100"/>
</lootgroup>

<lootgroup name="farmerStarter" count="all">
<item name="meleeToolHoeIron" quality="2"/>
<item name="plantedMushroom1" count="1"/>
<item name="plantedCorn1" count="1"/>
<item name="plantedPotato1" count="1"/>
</lootgroup>

<lootgroup name="handymanStarter" count="all">
<item name="meleeToolWrench" quality="2"/>
<item name="meleeToolClawHammer" quality="2"/>
</lootgroup>
</insertAfter>

<append xpath="/lootcontainers">
<lootcontainer id="111" count="1" size="7,10" destroy_on_close="true" sound_open="UseActions/open_backpack" sound_close="UseActions/close_backpack" open_time="1">
	<item group="copStarter" prob="1"/>
	<item group="farmerStarter" prob="1"/>
	<item group="handymanStarter" prob="1"/>
</lootcontainer>

<lootcontainer id="112" size="4,3" destroy_on_close="true" sound_open="UseActions/open_backpack" sound_close="UseActions/close_backpack" open_time="5">
	<item group="copStarter" prob="1"/>
</lootcontainer>

<lootcontainer id="113" size="4,3" destroy_on_close="true" sound_open="UseActions/open_backpack" sound_close="UseActions/close_backpack" open_time="5">
	<item group="farmerStarter" prob="1"/>
</lootcontainer>
</append>
</configs>

 

The block DOES properly place, and break upon looting, but it spawns in as an empty container as opposed to a full lootable container. I don't even remember all the different things I tried (This has been my project for like a week now, about 8 hours total of failing at it lol)

 

TIA

METAL

Link to comment
Share on other sites

Here you go

<configs>
<append xpath="/blocks">
<block name="kitMaster">
	<property name="CreativeMode" value="Player"/>
	<property name="Class" value="Loot"/>
	<property name="CustomIcon" value="cntChest01"/>
	<property name="Material" value="MwoodReinforced"/>
	<property name="StabilitySupport" value="false"/> <!-- build restriction -->
	<property name="Shape" value="Ext3dModel"/> <property name="Texture" value="293"/>
	<property name="Mesh" value="models"/>
	<property name="IsTerrainDecoration" value="true"/>
	<property name="FuelValue" value="300"/>
	<property name="Model" value="Entities/LootContainers/backpack01Prefab" />
	<property name="ImposterExchange" value="imposterQuarter" param1="154"/>
	<property name="Collide" value="movement,melee,bullet,arrow,rocket"/>
	<property name="OnlySimpleRotations" value="true"/>
	<property name="LPHardnessScale" value="8"/>
	<property name="FilterTags" value="floot"/>
	<property name="DowngradeBlock" value="kitMasterLoot" />
	<property class="UpgradeBlock">
		<property name="ToBlock" value="kitMasterLoot" />
		<property name="Item" value="kitKey" />
		<property name="ItemCount" value="1" />
		<property name="UpgradeHitCount" value="1" />
	</property>
</block>
<block name="kitMasterLoot">
		<property name="Class" value="Loot" />
		<property name="Group" value="Survival" />
		<property name="Material" value="wood+wood" />
		<property name="CustomIcon" value="cntChest01" />
		<property name="Shape" value="Ext3dModel" />
		<property name="Mesh" value="models" />
		<property name="Model" value="Entities/LootContainers/backpack01Prefab" />
		<property name="Place" value="TowardsPlacer" />
		<property name="LootList" value="111" />
		<drop event="Destroy" count="0" />
		<drop event="Fall" name="terrDestroyedWoodDebris" count="1" prob="1.0"  stick_chance=".75" />
		<property name="LPHardnessScale" value="8" />
</block>		
</append>

 

Here is the item that will be used to unlock it

 

<append xpath="/items">
<item name="kitKey">
	<property name="Tags" value="tool"/>
	<property name="DisplayType" value="meleeRepairTool"/>
	<property name="Meshfile" value="Items/Misc/paper"/>
	<property name="DescriptionKey" value="classKeyDesc"/>
	<property name="DegradationBreaksAfter" value="true"/>
	<property name="SoundJammed" value="weapon_jam"/>
	<property name="CrosshairUpAfterShot" value="true"/>
	<property name="CrosshairOnAim" value="true"/>
	<property name="Material" value="paper"/>
	<property name="HoldType" value="23"/>
	<property name="Stacknumber" value="1"/>
	<property class="Action1">
		<property name="Class" value="Repair"/>
		<property name="Delay" value="1"/>
		<property name="Repair_amount" value="100"/>
		<property name="Upgrade_hit_offset" value="0"/>
		<property name="Sound_start" value="UseActions/repair_block"/>
		<property name="Allowed_upgrade_items" value="classKey"/>
		<property name="UsePowerAttackAnimation" value="false"/>
	</property>
	<effect_group name="Base Effects" tiered="false">
		<passive_effect name="ModSlots" operation="base_set" value="0"/>
		<passive_effect name="MaxRange" operation="base_set" value="200"/>
		<passive_effect name="DegradationMax" operation="base_set" value="6000"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="0"/>
	</effect_group>			
	<property name="Group" value="Tools/Traps"/>
	<property name="ActionSkillGroup" value="Construction Tools"/>
	<property name="CraftingSkillGroup" value="craftSkillTools"/>
	<property name="RepairExpMultiplier" value="5.5"/>
</item>
</append>
</configs>

 

I literally just got doing all this with my Mod for all the different classes you can choose from on start (Works like the old Valmar Mod)

Link to comment
Share on other sites

Thanks again for all the feedback. This is the code that I currently have running (all credit belongs to clockwork and fast)

 

<configs>
<append xpath="/blocks">
	<block name="kitMaster">
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="cntChest01"/>
	<property name="Material" value="MclothStable"/>
	<property name="StabilitySupport" value="false"/> <!-- build restriction -->
	<property name="Shape" value="Ext3dModel"/> <property name="Texture" value="293"/>
	<property name="Shape" value="ModelEntity"/>
	<!--<property name="Mesh" value="models"/>-->
	<property name="Model" value="Entities/LootContainers/backpack01Prefab" />
	<property name="IsTerrainDecoration" value="true"/>
	<property name="ImposterExchange" value="imposterQuarter" param1="154"/>
	<property name="Collide" value="movement,melee,bullet,arrow,rocket"/>
	<property name="OnlySimpleRotations" value="true"/>
	<property name="LPHardnessScale" value="8"/>
	<property name="FilterTags" value="floot"/>
	<property name="DowngradeBlock" value="kitMasterLoot" />
	<drop event="Destroy" count="0" />
</block>
<block name="kitMasterLoot">
	<property name="CreativeMode" value="None"/>
	<property name="Class" value="Loot" />
	<property name="Group" value="Survival" />
	<property name="Material" value="MclothStable" />
	<property name="CustomIcon" value="cntChest01" />
	<property name="Shape" value="Ext3dModel"/> <property name="Texture" value="293"/>
	<property name="Shape" value="ModelEntity"/>
	<!--<property name="Mesh" value="models"/>-->
	<property name="Model" value="Entities/LootContainers/backpack01Prefab" />
	<property name="Place" value="TowardsPlacer" />
	<property name="LootList" value="111" />
	<drop event="Destroy" count="0" />
</block>	
</append>
</configs>

 

<append xpath="/lootcontainers">
<lootcontainer id="111" count="1" size="7,10" destroy_on_close="true" sound_open="UseActions/open_backpack" sound_close="UseActions/close_backpack" open_time="1">
	<item group="profMasterLoot" prob="1"/>
</lootcontainer>

</append>

 

 

(The various loot groups when added tell me that the post is too long)

Link to comment
Share on other sites

Are you trying to do this in A16?

 

In 17 you could offer a list of class perks to buy. That then sets a cvar with "your class" and sets another cvar to block purchasing of all class class choice perks afterwards.

 

That is the eventual goal, a cvar that unlocks certain perks, but on top of that I was going to utilize it as a side modlet for servers so ppl that run events and such can config their own event kits rather than pulling crap out of creative menu and sorting it into various chests.

 

EDIT: I am doing this in A17E currently, with hopes of making a full on mod pack in the vein of valmod but my own style of it. I like most of the idea behind the new perk system and I plan to tweak it a bit for my personal mod pack

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...