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Creating Spawned Loot in placed/spawned blocks

DRSATAN

New member
Ok so im trying to create a block that has a set amount of items in it. the block is looted then destroys itself..

i have the block made i have added the loot for it in the Loot.xml but can not figure out how to make it instantly spawn the loot when it turns into another block.

edit: it will start as a nother block and i will use the plant growth to make it turn into the "TestLootBox" and would like it to spawn a set loot into it that you can open take the items and it destroys on exit. ALL of the items and models are just for a proof of concept ontell i can figure it out

any ideas on what im doing wrong?

Code is down below

<block id="2046" name="TestLootBox">

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

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

<property name="Shape" value="Ext3dModel"/> <property name="Texture" value="293"/>

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

<property name="Model" value="Industrial/control_panel_base_01" param1="main_mesh"/>

<property name="LootList" value="100" />

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

</block>

<lootcontainer id="100" count="1000" size="4,4" sound_open="UseActions/open_cardboard" sound_close="UseActions/open_cardboard" destroy_on_close="true" loot_quality_template="proTemplate">

<item group="TestLootBox"/>

</lootcontainer>

<lootgroup name="TestLootBox" count="all">

<item name="spring" count="2"/>

<item name="mechanicalParts" count="2"/>

<item name="electricParts" count="2"/>

<item name="smallEngine" count="2"/>

<item name="beaker" count="2"/>

</lootgroup>

 
Last edited by a moderator:
Ok so im trying to create a block that has a set amount of items in it when placed. the block is looted then destroys itself.. i have the block made i have added the loot for it in the Loot.xml but can not figure out how to make it instantly spanw the loot when placed..

any ideas on what im doing wrong?

Code is down below

<block id="2046" name="TestLootBox">

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

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

<property name="Shape" value="Ext3dModel"/> <property name="Texture" value="293"/>

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

<property name="Model" value="Industrial/control_panel_base_01" param1="main_mesh"/>

<property name="LootList" value="100" />

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

</block>

<lootcontainer id="100" count="1000" size="4,4" sound_open="UseActions/open_cardboard" sound_close="UseActions/open_cardboard" destroy_on_close="true" loot_quality_template="proTemplate">

<item group="TestLootBox"/>

</lootcontainer>

<lootgroup name="TestLootBox" count="all">

<item name="spring" count="2"/>

<item name="mechanicalParts" count="2"/>

<item name="electricParts" count="2"/>

<item name="smallEngine" count="2"/>

<item name="beaker" count="2"/>

</lootgroup>

You can't place a loot container and have it spawn fresh loot.

Use the plantgrowing code to place another block first and have it grow into the loot container.

<block id="xxxx" name="TestLootBoxFirst">

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

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

<property name="Shape" value="Ext3dModel"/> <property name="Texture" value="293"/>

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

<property name="Model" value="Industrial/control_panel_base_01" param1="main_mesh"/>

<property class="PlantGrowing">

<property name="Next" value="TestLootBox" />

<property name="GrowthRate" value="0.01" />

<property name="FertileLevel" value="0" />

<property name="LightLevelGrow" value="0"/>

<property name="LightLevelStay" value="0" />

<property name="IsRandom" value="false" />

</property>

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

</block>

<block id="2046" name="TestLootBox">

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

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

<property name="Shape" value="Ext3dModel"/> <property name="Texture" value="293"/>

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

<property name="Model" value="Industrial/control_panel_base_01" param1="main_mesh"/>

<property name="LootList" value="100" />

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

</block>

 
You can't place a loot container and have it spawn fresh loot.
Use the plantgrowing code to place another block first and have it grow into the loot container.

<block id="xxxx" name="TestLootBoxFirst">

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

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

<property name="Shape" value="Ext3dModel"/> <property name="Texture" value="293"/>

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

<property name="Model" value="Industrial/control_panel_base_01" param1="main_mesh"/>

<property class="PlantGrowing">

<property name="Next" value="TestLootBox" />

<property name="GrowthRate" value="0.01" />

<property name="FertileLevel" value="0" />

<property name="LightLevelGrow" value="0"/>

<property name="LightLevelStay" value="0" />

<property name="IsRandom" value="false" />

</property>

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

</block>

<block id="2046" name="TestLootBox">

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

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

<property name="Shape" value="Ext3dModel"/> <property name="Texture" value="293"/>

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

<property name="Model" value="Industrial/control_panel_base_01" param1="main_mesh"/>

<property name="LootList" value="100" />

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

</block>

when is grows to that next stage will it have the loot in it from the designated lootLost value="100" ?

 
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