RUNNING WITH RIFLES
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Vehicle Spawning & Ownership Questions
http://runningwithrifles.com/phpBB3/viewtopic.php?f=7&t=2583
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Author:  Insano-Man [ Tue May 24, 2016 3:11 pm ]
Post subject:  Re: Vehicle Spawning & Ownership Questions

It's been quite some time and I'd like to reopen this subject with a bit of bright news.

I figured out recently that my mod was, in fact, correctly overriding map files the whole time. I've managed to get three factions to spawn on Fridge Valley based on a luck roll and I plan on doing the same for a number of other maps. In fact, the work is already done for most, I just have to make sure they function right.

Unfortunately, I'm still at an impasse with regards to changing vehicle spawns. The game doesn't seem to want to recognize the changes I've made in the SVG files even though it's acknowledging the faction index changes I've made.

Here's an example of what I've been doing:
Code:
      <desc
         id="desc14261">type = vehicle; key = water_tower.vehicle;</desc>

First, I'd find a block like this with Notepad++. I'd then change the vehicle type to a tag like so:

Code:
      <desc
         id="desc14261">type = vehicle; tag = tower;</desc>

Unfortunately, this is doing absolutely nothing and the same vehicle is still spawning there. I have absolutely no idea what else I would need to change, if what I'm doing is correct, or if I should be changing something in different file somewhere.

Author:  The Soldier [ Tue May 24, 2016 5:55 pm ]
Post subject:  Re: Vehicle Spawning & Ownership Questions

If you just want to get rid of the water tower for eample, just open up Inkscape and delete the thing. Should be a blue square with a yellow outline.

Author:  Insano-Man [ Fri May 27, 2016 6:05 am ]
Post subject:  Re: Vehicle Spawning & Ownership Questions

That's not what I'm trying to do. I'm trying to change the vehicle spawn to use a tag instead of a specific vehicle. That would allow me to have faction-specific water towers, fuel tanks, armory trucks, and so on.

My main focus in all this is to allow necromorphs to spawn ruins in those places with the express purpose of preventing other factions from spawning their own, troop capacity-increasing buildings. This could be readily adapted for other mods, though, and I'd be more than willing to distribute vanillafied versions of the modified map files if permitted.

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