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MonroeMall - Trouble spawn prefab

Hi folks,

I'm working on an huge POI since a couple of years and it gets into a condition, that I'd like to test in real gameplay-environment. So I've been exporting it and gave it to the world generator. It get's placed as intended, but shows some strange behaviour. While the Mesh is visable from distance, the POI itself allways gets cut out on one side (not allways the same), as soon as I start a game on this map. Manual import with the world editor doesnt change the situation. My first thought was, that it could colide with another POI, but that's not the case. After some fooling around, I noticed, that its allways the side facing east, that shows that behaviour Does anyone know this Problem and/or has a hint how to solve this?

Here some stats of the POI:
Size: 319, 32, 353

Blocks Entities: 30804

4x exitPOI

set to wilderness in properties

visable mesh

1.jpg


cut out POI

1.jpg


 
Hi folks,

I'm working on an huge POI since a couple of years and it gets into a condition, that I'd like to test in real gameplay-environment. So I've been exporting it and gave it to the world generator. It get's placed as intended, but shows some strange behaviour. While the Mesh is visable from distance, the POI itself allways gets cut out on one side (not allways the same), as soon as I start a game on this map. Manual import with the world editor doesnt change the situation. My first thought was, that it could colide with another POI, but that's not the case. After some fooling around, I noticed, that its allways the side facing east, that shows that behaviour Does anyone know this Problem and/or has a hint how to solve this?

Here some stats of the POI:
Size: 319, 32, 353

Blocks Entities: 30804

4x exitPOI

set to wilderness in properties

visable mesh



cut out POI

It is a known  wilderness bug since a20 it is aways the east side of poi that gets cut off. 

Size tfp reccomends is 150x150

 Tho 200x200 you can  ostly get to work ok to most times. With slight  road connection issues and placement

 
It is a known  wilderness bug since a20 it is aways the east side of poi that gets cut off. 

Size tfp reccomends is 150x150

 Tho 200x200 you can  ostly get to work ok to most times. With slight  road connection issues and placement
Hi Stallion,

thx for your help! Seems no matter where I look for help, you are around ^^ Sry for the late answer, but I had some personal/family stuff to handle.

So I try to devide it in 4parts, to make it work.

Next problem is, that some key-trigger refuse to work in the way it should. I've allready made a full rework of all triggers, but now some other refuse to work. Even stranger: when I bind a non-working door to a trigger that works, this door works, too. Of course I've set them to "or/any" to test it. Adding new trigger, to work with this not working doors, also don't make them work. Deleting them and adding another kind of door, also doesn't change anything. Changing the number, that should trigger, don't change anything. I have no clue what's the problem. 

 
Hi Stallion,

thx for your help! Seems no matter where I look for help, you are around ^^ Sry for the late answer, but I had some personal/family stuff to handle.

So I try to devide it in 4parts, to make it work.

Next problem is, that some key-trigger refuse to work in the way it should. I've allready made a full rework of all triggers, but now some other refuse to work. Even stranger: when I bind a non-working door to a trigger that works, this door works, too. Of course I've set them to "or/any" to test it. Adding new trigger, to work with this not working doors, also don't make them work. Deleting them and adding another kind of door, also doesn't change anything. Changing the number, that should trigger, don't change anything. I have no clue what's the problem. 
Sorry to hear and hopethings are better

Triggers can be finicky if you ate swapping doors out try r first disc9nnect the trigger already on them.

Deleting door won't do it. You have to hit escape then right hand side tabs pick the eye icon and down the bottom is a show block triggers button.

Tick it then unpick it. This wipes old triggers once set that you removed the switch/door from. 

Try that otherwise if you are on discord can help easier there 

 
Sorry to hear and hopethings are better

Triggers can be finicky if you ate swapping doors out try r first disc9nnect the trigger already on them.

Deleting door won't do it. You have to hit escape then right hand side tabs pick the eye icon and down the bottom is a show block triggers button.

Tick it then unpick it. This wipes old triggers once set that you removed the switch/door from. 

Try that otherwise if you are on discord can help easier there 


finicky wasn't the first thing, that came to my mind ^^ They are a pain in the.... .... ....Sry, but they make me tumble. Do you have a link to the discord? Tried it the way you descriped, but it's still the same. Also deleted the trigger, show-unshow, save, reload editor, deleted door and key then, saved again, left again. Loaded again, build them again, gave them new trigger with new number, show-unshow, save, reload game and then playtest and after all this, it is still not working.

And yeah, it's more or less fine again with family. Got my wife back from hospital yesterday. Thx for the sympathy!

 
finicky wasn't the first thing, that came to my mind ^^ They are a pain in the.... .... ....Sry, but they make me tumble. Do you have a link to the discord? Tried it the way you descriped, but it's still the same. Also deleted the trigger, show-unshow, save, reload editor, deleted door and key then, saved again, left again. Loaded again, build them again, gave them new trigger with new number, show-unshow, save, reload game and then playtest and after all this, it is still not working.

And yeah, it's more or less fine again with family. Got my wife back from hospital yesterday. Thx for the sympathy!
Here is the link 

https://discord.gg/magolis-compopack

Can help easier there 

 
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