• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

a random starter kit in a box

ArMaReZ

New member
Hello, I want to create a starter kit in a box, but with random elements, as in the movie "Battle Royal", each participant may have a random weapon and as life is a slut, some will have an excellent weapon or a ridiculous weapon.

Example:

AK47

or

Gun

or

basic arc

it must be random

Do you have an idea, a particular line of code?

 
So it's a little oddball, but basically you add a crate that destroys into a storage crate that you include into the entity classes starter items for the player. You have to have the crate destroy into another crate, because a placed crate cannot have loot, but if it destroys into a new crate then it can.

Can you make a loot entry with a possible weapons you want and the newest made great use that loot entry.

 
So it's a little oddball, but basically you add a crate that destroys into a storage crate that you include into the entity classes starter items for the player. You have to have the crate destroy into another crate, because a placed crate cannot have loot, but if it destroys into a new crate then it can.

Can you make a loot entry with a possible weapons you want and the newest made great use that loot entry.
Yes I know, I already have this mod.

My problem is the loot, I do not want players to loot many weapons, but only one.

a single weapon among a wide choice, a plastron among a big choice etc ...

- - - Updated - - -

<configs><append xpath="/blocks">

....
is this mod?

<block name="StarterBox">

<property name="CustomIcon" value="cntShippingCrateHero"/>

<property name="DescriptionKey" value="cntLootCrateHeroDesc"/>

<property name="Shape" value="ModelEntity"/>

<!--<property name="Mesh" value="models"/>-->

<property name="Path" value="solid"/>

<property name="Model" value="Entities/LootContainers/crate_storePrefab" />

<property name="DisplayInfo" value="Name"/>

<property name="Material" value="Mplants"/>

<drop event="Destroy" count="0"/>

<property name="DowngradeBlock" value="Starterkit"/>

<property name="FilterTags" value="floot"/>

</block>

<block name="Starterkit">

<property name="CustomIcon" value="cntGarageStorage"/>

<property name="DescriptionKey" value="decorationBlockGroupDesc"/>

<property name="Class" value="Loot"/>

<property name="Material" value="MCardboardLoot"/>

<property name="Path" value="solid"/>

<property name="Shape" value="New"/>

<property name="Model" value="cube_no_cull"/>

<property name="AllowAllRotations" value="true"/>

<property name="Texture" value="276,276,270,270,270,270"/>

<property name="LootList" value="250"/>

<property class="RepairItems"> <property name="resourcePaper" value="10"/> <property name="resourceWood" value="4"/> </property>

<drop event="Destroy" count="0"/>

<property name="FilterTags" value="floot"/>

<property name="UpgradeRated.ToBlock" value="air"/>

<property name="UpgradeRated.Rate" value="10"/>

</block>

 
My problem is the probability

players may have two or three weapons.

only one weapon

<item name="gunAK47" count="1" prob="1"/>

or

<item name="gunMR10" count="1" prob="1"/>

or

<item name="gunSMG5" count="1" prob="1"/>

 
Back
Top