Deccypher Posted August 10, 2015 Share Posted August 10, 2015 [QUOTE=Laz Man;304553]Hey decchyper, Is the wildernessPOI code necessary or is it to add even more possibility for the slum to spawn? From my testing, adding large POIs to the wilderness group works but can cause clipping issues with other wilderness prefabs generated nearby. Edit: just realized the "Wilderness POIs" was probably just a copy/paste typo. Should have been "pikero_slum_prefab"?[/QUOTE] yes it was i updated it shortly after also to answer your question, i was answering someone question about the rgwmixer. i added it as its own cel/hub/prefab so it has a lesser change of spawning ( 1/2 that of a large town poi) without effecting any of the current chances. cant remember which post .. i forgot to reply with quote. . it could be put in with any other group. but you will reduce the over change of the other items in that group. Link to comment Share on other sites More sharing options...
alexander_q Posted August 11, 2015 Share Posted August 11, 2015 This is great work. We can add the slum AND Laz Man's prison this way, right? With the slum in particular, there are two tts files that I think need to be placed in exact positions relative to each other, pikero_slum.tts and pikero_slum_air.tts. Is this likely to be a problem? Link to comment Share on other sites More sharing options...
netopier Posted August 11, 2015 Share Posted August 11, 2015 [QUOTE=bigc90210;304533]netopier,would you mind sharing the code/rwgmixer file so we could check it out please?[/QUOTE] Hey, as I wrote before, I didn't used rwg mixer, I spawned that prefab in exact coords because I want it only once on specific location on my RWG map. I used HAL's prefab editor with DLL patch and BBB commands for this. 1) install HAL's prefab editor 2) patch DLLs 3) Copy your server map to your singleplayer folder 4) Run 7dtd game client and click continue on your map 5) Spawm prefab where you want and quit 6) Copy back map from single player to your server and you are done :) Neto. Link to comment Share on other sites More sharing options...
bigc90210 Posted August 11, 2015 Share Posted August 11, 2015 ah haaaaaaaaaaaaaaaaaa! this makes sense now!!!!! thank you VERY VERY much indeed. Link to comment Share on other sites More sharing options...
netopier Posted August 11, 2015 Share Posted August 11, 2015 [QUOTE=bigc90210;304974]ah haaaaaaaaaaaaaaaaaa! this makes sense now!!!!! thank you VERY VERY much indeed.[/QUOTE] BTW I could not send you PM, because you have full inbox ;-) Link to comment Share on other sites More sharing options...
stallionsden Posted August 12, 2015 Share Posted August 12, 2015 [QUOTE=Deccypher;304540]edit rgwmixer [/QUOTE] Where does this go in the rwgmixer please. Link to comment Share on other sites More sharing options...
bigc90210 Posted August 12, 2015 Share Posted August 12, 2015 Yeah sorry netopier, I've cleaned my inbox out now! Link to comment Share on other sites More sharing options...
Spackler Posted August 14, 2015 Share Posted August 14, 2015 Did anyone get or have the code to add this to random gen? Link to comment Share on other sites More sharing options...
thewalkingdeadguy Posted August 14, 2015 Share Posted August 14, 2015 [QUOTE=Spackler;306536]Did anyone get or have the code to add this to random gen?[/QUOTE] I think it was determined it's too big to put in randomly because the mixer won't spawn it . You have to spawn it in in a specific spot manually . My apologies I have no idea how to do so though. Link to comment Share on other sites More sharing options...
rucky Posted August 14, 2015 Share Posted August 14, 2015 hm, is it possible to get it as its own hub (with its own layout)? ([I]only an idea haven't tested[/I]) Link to comment Share on other sites More sharing options...
thewalkingdeadguy Posted August 14, 2015 Share Posted August 14, 2015 [QUOTE=rucky;306539]hm, is it possible to get it as its own hub (with its own layout)? ([I]only an idea haven't tested[/I])[/QUOTE] I'm not a 100% but I think that's what deccypher did above ^^ Link to comment Share on other sites More sharing options...
rucky Posted August 14, 2015 Share Posted August 14, 2015 [QUOTE=thewalkingdeadguy;306543]I'm not a 100% but I think that's what deccypher did above ^^[/QUOTE] ehm.... yes.... sometimes I have to read more than the last 3 or 4 posts in a thread to give a reasonable answer I think ;-) and yes, thats exactly what deccypher did. Link to comment Share on other sites More sharing options...
Laz Man Posted August 14, 2015 Share Posted August 14, 2015 [QUOTE=rucky;306550]ehm.... yes.... sometimes I have to read more than the last 3 or 4 posts in a thread to give a reasonable answer I think ;-) and yes, thats exactly what deccypher did.[/QUOTE] If you get it to work let us know and take some screenshots. :) I haven't had time to test it out myself. Link to comment Share on other sites More sharing options...
StompyNZ Posted October 7, 2015 Share Posted October 7, 2015 Copy from compo pack thread: [ATTACH=CONFIG]11130[/ATTACH][ATTACH=CONFIG]11131[/ATTACH][ATTACH=CONFIG]11132[/ATTACH][ATTACH=CONFIG]11133[/ATTACH][ATTACH=CONFIG]11134[/ATTACH] It will need some changes to sit nicely in RWG but I am very impressed ;) Really like the use of the road decals to get the yellow lines, had no idea that was possible and is exactly what I was looking for in my custom hub layout :) [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] Quick code to get it in your game to have a look: In ruleset change: Add to prefab rules: Hub Layouts: Go to 0,0 and explore :) Link to comment Share on other sites More sharing options...
jdizzy2010 Posted January 9, 2016 Share Posted January 9, 2016 Does this work with 13? Link to comment Share on other sites More sharing options...
StompyNZ Posted January 9, 2016 Share Posted January 9, 2016 [QUOTE=jdizzy2010;381682]Does this work with 13?[/QUOTE] its included in the compo pack, so yes it works for 13 :) Link to comment Share on other sites More sharing options...
fireidar Posted January 19, 2016 Share Posted January 19, 2016 Are you gonna update this for alpha 13? I LOVED this area, I had so much fun basing here and spending days looting. However put in 13 all I get is an huge ditch. It would be wonderful if you did. I have the combo pack, but as of yet HAVE NOT seen it. Can you do it for Nazegane again? Link to comment Share on other sites More sharing options...
stallionsden Posted January 19, 2016 Share Posted January 19, 2016 [QUOTE=fireidar;386081]Are you gonna update this for alpha 13? I LOVED this area, I had so much fun basing here and spending days looting. However put in 13 all I get is an huge ditch. It would be wonderful if you did. I have the combo pack, but as of yet HAVE NOT seen it. Can you do it for Nazegane again?[/QUOTE] Go to the compo pack the slums are a13 compatible Link to comment Share on other sites More sharing options...
fireidar Posted January 19, 2016 Share Posted January 19, 2016 I checked, it's NOT in the latest update. It wasn't in screenshots OR prefabs. Link to comment Share on other sites More sharing options...
Magoli Posted January 19, 2016 Share Posted January 19, 2016 The Slums is in the COMPOPACK since CP12 ! It is splitted into 2 parts - because of its size. these are the names: xcostum_SlumsA(by_pikero)a13_v1 xcostum_SlumsB(by_pikero)a13_v1 Mag Link to comment Share on other sites More sharing options...
fireidar Posted January 20, 2016 Share Posted January 20, 2016 I want to put this back in the original area it was meant for. While I probably could just change the title to match the ones from the combo pack, the fact the first was one part and your version is split into two complicates things. The original file leaves an huge hole in the ground, but I couldn't figure how to get both in properly. That's why I was asking if he could do it for alpha 13. I don't mean redo it, I meant make it so it will show up like the original. If you could figure it out, or at least help me, I'd be grateful. I know how to get a prefab to a certain area by putting in the coordinates, but doing something for an two parter......beyond me. Link to comment Share on other sites More sharing options...
stallionsden Posted January 20, 2016 Share Posted January 20, 2016 [QUOTE=fireidar;386591]I want to put this back in the original area it was meant for. While I probably could just change the title to match the ones from the combo pack, the fact the first was one part and your version is split into two complicates things. The original file leaves an huge hole in the ground, but I couldn't figure how to get both in properly. That's why I was asking if he could do it for alpha 13. I don't mean redo it, I meant make it so it will show up like the original. If you could figure it out, or at least help me, I'd be grateful. I know how to get a prefab to a certain area by putting in the coordinates, but doing something for an two parter......beyond me.[/QUOTE] Ok there is a reason mags had to do it in two. Since a12 the big prefabs didnt spawn or if they did lots wwre missing cut off or never rendered. It is impossible at this stage to make the slums spawn without being in a hub and without how mags has done it. Link to comment Share on other sites More sharing options...
stallionsden Posted January 20, 2016 Share Posted January 20, 2016 Look in compo pack. You will nee ld to grab the slums code from 5 sections.... 1. Rulesets 2. Cell rules 3. Hub rules 4. Prefab rules (look in bigpois copy the whole and remove every other prefab other then the 2 slum lines & 5. Hub layouts Then in the compo pack prefab folder grab the slums tts and xmls. There should be 4 2 tts's and 2 xmls and paste in your game prefab folder. Then go back to rulesets set a position for it. Can comment out wasteland hub and change slums position to 0,0 & it will spawn in the center of the map. Link to comment Share on other sites More sharing options...
fireidar Posted January 21, 2016 Share Posted January 21, 2016 Huh? I barely understand what you just said. I know about the tt and xmls. They, and the originals, ARE in my game folder. I know about going into the prefabs.xml in Nazegane to put the coordinates in for each prefab and how to find that (go into game, find ideal location, use ~ key and type lp for location then put in the prefabs.xml) but the rest I didn't get. Link to comment Share on other sites More sharing options...
stallionsden Posted January 21, 2016 Share Posted January 21, 2016 [QUOTE=fireidar;387068]Huh? I barely understand what you just said. I know about the tt and xmls. They, and the originals, ARE in my game folder. I know about going into the prefabs.xml in Nazegane to put the coordinates in for each prefab and how to find that (go into game, find ideal location, use ~ key and type lp for location then put in the prefabs.xml) but the rest I didn't get.[/QUOTE] Oh navesgane i got no idea. I only play rwg. But from what i remember you add the 2 tts and xmls of the slums in prefabs folder then in navesgane prefab list you put in the co ords you want. May have to play around with the co ords til you have them flush Link to comment Share on other sites More sharing options...
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