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

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  • Guppycur
    replied
    Mods folder in the dedi folder.

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  • Squirrel
    replied
    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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  • Guppycur
    replied
    Coppis works on my local dedi box, what are the issues you're having?

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  • Squirrel
    replied
    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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  • Squirrel
    replied
    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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  • Slaan
    replied
    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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  • Slaan
    replied
    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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  • Guppycur
    replied
    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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  • Spectral Force
    replied
    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.

    Leave a comment:


  • Guppycur
    replied
    I'm not 100% sure on the usage; I played with it a bit when first introduced, but I stick with hals.

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  • Spectral Force
    replied
    Nice so I can do work on prefabs, import them, fix a few things and export them back out.

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  • Guppycur
    replied
    https://7daystodie.com/forums/showth...Tools)-dll-mod

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  • Guppycur
    replied
    Sort of? Lemme look for the link.

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  • Spectral Force
    replied
    Originally posted by Guppycur View Post
    I've only seen that when using the in game prefab editor that herph unlocked. They're placeholders I think for random loot spawning? I honestly don't know, but go into hals and remove them before import.
    What's the in game prefab editor? Does this allow you to mod the prefab tts file in the game?

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  • Guppycur
    replied
    Well... Provide a screen and let's see.

    Challenge accepted.

    (MM said what they were a video or two ago)

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