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I was making a crawbar mod so I can open gun safes with one hit , so my idea was to make it weak but with a high damage bonus that works onely for safes .
Any idea of what I can do ?
Any idea of what I can do ?
I tried to add a new material called safe but it didn't work as a damage category .I haven’t tried it, but I would attempt to
- make a new “safe” material just for safes or whatever else you want to be affected
- set the gun safe block to use the new material
- give your crowbar item a high “damageBonus.safe” value
(I could have the syntax wrong - posting from my phone).
If I recall correctly, in TS A15 we had to edit the assembly.DLL to add new custom damage categoriesI tried to add a new material called safe but it didn't work as a damage category .
<block id="628" name="cntGunSafe">
<property name="Group" value="Building"/>
<property name="Class" value="SecureLoot"/>
<property name="Material" value="Mmetal_hard"/>
<property name="Shape" value="ModelEntity"/>
<property name="Model" value="Entities/LootContainers/gun_safePrefab"/>
<property name="MultiBlockDim" value="1,2,1"/>
<property name="ImposterExchange" value="imposterBlock" param1="18"/>
<property name="IsTerrainDecoration" value="true"/>
<property name="Place" value="TowardsPlacerInverted"/>
<property name="LootList" value="42"/>
<property name="DowngradeBlock" value="cntGunSafeInsecure"/>
<property class="RepairItems"> <property name="forgedIron" value="20"/> </property>
[color="#FFFF00"]<property class="UpgradeBlock">
<property name="ToBlock" value="cntGunSafeInsecure"/>
<property name="Item" value="Crowbar"/>
<property name="ItemCount" value="0"/>
<property name="UpgradeHitCount" value="8"/>
</property>[/color]
<drop event="Destroy" count="0"/>
<drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/>
<property name="EconomicValue" value="690"/>
</block>
Nope , that wont work in my case .Make the crowbar able to upgrade the safes with right clic
EG
Code:<block id="628" name="cntGunSafe"> <property name="Group" value="Building"/> <property name="Class" value="SecureLoot"/> <property name="Material" value="Mmetal_hard"/> <property name="Shape" value="ModelEntity"/> <property name="Model" value="Entities/LootContainers/gun_safePrefab"/> <property name="MultiBlockDim" value="1,2,1"/> <property name="ImposterExchange" value="imposterBlock" param1="18"/> <property name="IsTerrainDecoration" value="true"/> <property name="Place" value="TowardsPlacerInverted"/> <property name="LootList" value="42"/> <property name="DowngradeBlock" value="cntGunSafeInsecure"/> <property class="RepairItems"> <property name="forgedIron" value="20"/> </property> [color="#FFFF00"]<property class="UpgradeBlock"> <property name="ToBlock" value="cntGunSafeInsecure"/> <property name="Item" value="Crowbar"/> <property name="ItemCount" value="0"/> <property name="UpgradeHitCount" value="8"/> </property>[/color] <drop event="Destroy" count="0"/> <drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/> <property name="EconomicValue" value="690"/> </block>
So how did you do that ??If I recall correctly, in TS A15 we had to edit the assembly.DLL to add new custom damage categories
Oh , that might actually work !!"* damage_category = head, glass, stone, cloth, concrete, boulder, metal, wood, earth, snow, plants, leavesUsed to determine the damage category if an item hits this block.
This corresponds to <property name="DamageBonus.earth" value="5" /> in items.xml so this is used for bonus damage."
for what is boulder used (cant find a item)? maybe change/try that.