zztong
Hunter
(Updating as I experiment)
I've got a custom POI that is a warehouse full of crates. Because crates give out loot, I couldn't just use block : cntStorageGeneric or block : cntStorageGenericPOI or the POI would be a pile of loot, like books. It was suggested I transition the POI to use empty shelves, but that approach doesn't match with the intended POI design. That is, making a maze of of empty shelves doesn't look right or have the desired effect. Thus, I resorted to placing wooden cubes and painting them to look like storage crates. A few folks don't care for that approach. They feel crates should be a working container. Admittedly, that would be my preference too, if I could make sure they were empty or contained very light loot.
So this had me glancing at the various XML files where cntStorageGeneric and cntStorageGenericPOI are either defined or mentioned I settled on these:
blocks.xml
loot.xml
It seems like in my custom POI modlet I could add this XSLT to a blocks.xml file in my modlet:
<blocks>
<insertAfter xpath="/blocks/block[@name='cntStorageGenericPOI']">
<!-- Wooden POI loot crate -->
<!-- SPECIAL_BLOCK_SHAPE_OR_TEXTURE_DO_NOT_CONVERT -->
<block name="cntStorageGenericPOIEmpty">
<property name="CreativeMode" value="Dev"/>
<property name="CustomIcon" value="cntStorageHealth"/>
<!-- <property name="Class" value="Loot"/> -->
<!-- <property name="LootList" value="poiStorageBox"/> -->
<property name="Material" value="MwoodReinforced"/>
<property name="Texture" value="572"/>
<property name="UseGlobalUV" value="L,L,G,G,G,G"/>
<property class="RepairItems">
<property name="resourceWood" value="10"/>
</property>
<drop event="Destroy" name="resourceWood" count="1,3"/>
<drop event="Fall" name="terrDestroyedWoodDebris" count="1" prob="0.75" stick_chance="1"/>
<property name="DescriptionKey" value="creativeMenuBlockGroupDesc"/>
<property name="FilterTags" value="MC_building,SC_loot"/>
</block>
</insertAfter>
</blocks>
And that seemed to work. I can find the new block in the Prefab Editor. I can place the block and it acts like a Crate, other than not having an inventory or loot.
What I'm not certain about yet is if this would have any effect on EAC?
Or, when A21 comes along and I use the POI converter tool, what will happen with those blocks?
Thoughts? Advice?
I've got a custom POI that is a warehouse full of crates. Because crates give out loot, I couldn't just use block : cntStorageGeneric or block : cntStorageGenericPOI or the POI would be a pile of loot, like books. It was suggested I transition the POI to use empty shelves, but that approach doesn't match with the intended POI design. That is, making a maze of of empty shelves doesn't look right or have the desired effect. Thus, I resorted to placing wooden cubes and painting them to look like storage crates. A few folks don't care for that approach. They feel crates should be a working container. Admittedly, that would be my preference too, if I could make sure they were empty or contained very light loot.
So this had me glancing at the various XML files where cntStorageGeneric and cntStorageGenericPOI are either defined or mentioned I settled on these:
blocks.xml
loot.xml
It seems like in my custom POI modlet I could add this XSLT to a blocks.xml file in my modlet:
<blocks>
<insertAfter xpath="/blocks/block[@name='cntStorageGenericPOI']">
<!-- Wooden POI loot crate -->
<!-- SPECIAL_BLOCK_SHAPE_OR_TEXTURE_DO_NOT_CONVERT -->
<block name="cntStorageGenericPOIEmpty">
<property name="CreativeMode" value="Dev"/>
<property name="CustomIcon" value="cntStorageHealth"/>
<!-- <property name="Class" value="Loot"/> -->
<!-- <property name="LootList" value="poiStorageBox"/> -->
<property name="Material" value="MwoodReinforced"/>
<property name="Texture" value="572"/>
<property name="UseGlobalUV" value="L,L,G,G,G,G"/>
<property class="RepairItems">
<property name="resourceWood" value="10"/>
</property>
<drop event="Destroy" name="resourceWood" count="1,3"/>
<drop event="Fall" name="terrDestroyedWoodDebris" count="1" prob="0.75" stick_chance="1"/>
<property name="DescriptionKey" value="creativeMenuBlockGroupDesc"/>
<property name="FilterTags" value="MC_building,SC_loot"/>
</block>
</insertAfter>
</blocks>
And that seemed to work. I can find the new block in the Prefab Editor. I can place the block and it acts like a Crate, other than not having an inventory or loot.
What I'm not certain about yet is if this would have any effect on EAC?
Or, when A21 comes along and I use the POI converter tool, what will happen with those blocks?
Thoughts? Advice?
Last edited by a moderator: