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RWG/Dedi Server/Coppis Mods/Spawning prefab POI into game

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    #16
    With Hal's though I have to keep changing things like door rotation, respawning it in, checking it, unspawn if wrong and try again, and sometimes again and again. Using this with Ha'ls, I can spawn in, fix what I need to fix via in game and in theory save/export it.

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      #17
      Once you get rotations memorized its2 easier.

      I cheat. I place 4 doors, one in each direction, then copy/paste from those to where I want them.

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        #18
        Originally posted by Guppycur View Post
        Once you get rotations memorized its2 easier.

        I cheat. I place 4 doors, one in each direction, then copy/paste from those to where I want them.
        lol we do so many things the same, makes me think of what a 7 days pub quiz would be like as I still struggle to remember "question 1, rotation 9 places a pole block in what direction..."

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          #19
          Originally posted by Spectral Force View Post
          With Hal's though I have to keep changing things like door rotation, respawning it in, checking it, unspawn if wrong and try again, and sometimes again and again. Using this with Ha'ls, I can spawn in, fix what I need to fix via in game and in theory save/export it.
          The beauty of hals editor is once you have the first version of your prefab exported and saved as a .tts you can work from the editor and simply spawn in the prefab to see updates and save via the editor without having to extract anything else. Keep the game open and count rotations manually if your not sure or just do as guppy said and place multiples and delete the excess once you found the right one. I've still not gotten around to the world editor so that may improve the functionality even more.

          On the first extract I like to decide how a prefab will be spawned too and get it into my mixer so as your build time improves and they increase drastically in size you can just restart a fresh game and check how the game deals with it too (this is a bit extreme now with world gen time for small buildings but for large projects is still something I do a few times to check). The bonus of this method is there's no need for hal's custom DLL's as the bbb commands are not needed and all changes are previewed on each fresh game and the editor itself becomes a stand alone tool that can be worked on while playing (again this is for large builds where you may want screenshots of each stage or can't have anti cheat turned off for the custom DLL.)

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            #20
            Originally posted by xyth View Post
            It seems everytime I search for an answer, like the question asked by the OP, I find it in a GuppyPost....

            Here's another one: When I Prender a building, like housebrick1, there is a blue box labeled loot in it. Whats that? It cant be opened but on destroy you can pick it up. In any event, should I just leave it there or destroy it? It's kind of immersion busting if left, unless those without admin level cant see it?
            Just destroy them. they are supposed to generate random loot containers but they will only do so during the creation of the world when a prefab is loaded. so unless the prefab is set to generate naturally in the world during its creation; those boxes are useless.

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              #21
              Is your server a paid host or a personal computer? im trying to run a dedicated server off my PC to test my prefabs before sending them over to my buddy to load on his public server that i make in hal's; but for some reason i cannot get coppi's to work.

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                #22
                Coppis works on my local dedi box, what are the issues you're having?

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                  #23
                  Originally posted by Guppycur View Post
                  Coppis works on my local dedi box, what are the issues you're having?
                  command not recognized every single time lol. im wondering if there is a different spot i need to install the mod for the dedicated on my system or something.

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                    #24
                    Mods folder in the dedi folder.

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