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Prefab Editor (Alpha)

Hey, what do I need to delete in order to be able to update? Getting that "can't find a file" message.
currentVersion.txt in the subfolder ZombieAutoUpdater. Or click on extras -> force update.

 
Anyone have an idea what I could be doing wrong?? I have been trying to add sleeper volumes, I added the zombies, extended the triggering area when I render the building back into the world. nothing triggers/spawns.

 
Anyone have an idea what I could be doing wrong?? I have been trying to add sleeper volumes, I added the zombies, extended the triggering area when I render the building back into the world. nothing triggers/spawns.
How are loading and testing? When i would test the sleeper spawns with my mcdowell i would load it in navesgane at a specific coord within the world xml. After the sleepers are cleared, simply deleting the region files wont make them respawn. May have to delete the hub data files as well but im not certain.

 
Exporting the building via Coppi Mod (Dedicated Server/Random Gen) loading it into Zombie 0.3, adding zombie locations and setting the trigger area... saving... then importing the building back.

 
Exporting the building via Coppi Mod (Dedicated Server/Random Gen) loading it into Zombie 0.3, adding zombie locations and setting the trigger area... saving... then importing the building back.
I am not familiar with coppi mod. If your import is done live within game, that might be your problem as I don't think the sleeper data within the prefabs xml file is loaded until you exit and restart the game? I will defer to someone else familiar with coppi mod.

 
I'll try re-importing it and restarting the server... see if that makes the diff..

... Nope didn't work..

know of another dedicated server app I can use to export and import to test if it's the one I'm using?

 
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Looking down the list of commands, I don't see one for Importing and Exporting buildings... or did I miss it?

Nevermind... found it..

after reading the Help files on the commands it looks like it's part of CoppisMod, which I think is my problem importing the buildings back in after I've edited the zombies in, Zombie 0.3, they never spawn and somethings get stripped from the import, one thing I seen was Letters, and Sign information in the past.. who knows what else on the Export/Import... just trying to rule out coppimod.. or maybe something I'm doing wrong configuring the zombie spawns in Zombie 0.3

Success! it works! seem coppismod was not importing all the important data that allows zombies to spawn.

https://7daystodie.com/forums/showthread.php?69772-djkrose-s-Scripting-Mod

That mod is my new best friend :)

 
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Why is everybody using version 0.3? lol. I've just uploaded zombie 0.3v to the opening post. So you can directly download the latest version from there and don't have to use the auto updater. Also make sure that you have selected a SleeperVolumeGroup with emptyChance = 0:

QP88lCd.png


 
Edit:
I guess that's the reason :-D :

Jhrnqdt.jpg


The sign is another prefab. You couldn't see it because you inserted the line

<decoration type="model" name="CraneA16_2Q" position="500, 44, 1215" rotation="0" />

at the end of the file, right?

Probably you cannot place two prefabs at the same location even if 'copy air blocks' is on. Remove the sign in the prefab.xml or try this workaround:

https://7daystodie.com/forums/showthread.php?62501-Prefab-Editor-(Alpha)&p=722270&viewfull=1#post722270

So make an extra air prefab and add this thing to the prefab.xml between sign and CraneA16_2Q:

...

<decoration type="model" name="sign????" position="?, ?, ?" rotation="0" />

...

<decoration type="model" name="Air" position="500, 44, 1215" rotation="0" />

<decoration type="model" name="CraneA16_2Q" position="500, 44, 1215" rotation="0" />

...
You're a GENIUS Pille! That's the solution indeed!

I had some strange gravity-issues in the same prefab, which all are now solved too :smile-new:

 
Have two request for you Pille.

I'd like to have a check box or an option that keeps the block I've selected focused in the Edit window or in the Info window. Right now as I navigate around the map, i can only hover over a block to see it's Info. But I apparently cannot edit it.

The second request is some way to help us identify block facing. I know you have rotation options. But there's no way to know what facing a rotation gives via the tool. Something to help this when building would be fantastic!

 
I am totally amazed Guppycur has not requested a secondary editor to be done lol like he had Hal do hehe :-P.

My request would be for the editor -

To have a small box showing the block you are using and to have it show which way in game it be facing. Ie: the sink facing down means its facing you with the cupboards. Facing up meaning its facing away from you

 
You can already open pilles in two instances. :)

And he has a marker. Although his marker is not shared between the instances. *cough* pille *cough*

 
Pille,

Feature Request. Can you make it so once a prefab is imported and and after it's locked in that we can select it to be able to rotate or delete it?

 
@Henk

You're welcome!

@Jackelmyer

Have two request for you Pille.
I'd like to have a check box or an option that keeps the block I've selected focused in the Edit window or in the Info window. Right now as I navigate around the map, i can only hover over a block to see it's Info. But I apparently cannot edit it.

The second request is some way to help us identify block facing. I know you have rotation options. But there's no way to know what facing a rotation gives via the tool. Something to help this when building would be fantastic!
You can use the middle mouse button to copy the block data to the edit window. Once the data are copied you can edit them.

Your second suggestion is quite difficult. I know it would be a very helpful feature but it's pretty time-consuming to implement since the block rotation are still inconsistent... So hopefully I can do it some day.^^

@stallionsden

Mhh isn't this identical to Jackelmyer's second request. I am confused.^^

@Guppycur

So many suggestions and so little time. ;) We should make a list of all suggestion and poll in order to find out what the most popular requests are.^^

Ok might be over the top but a list would be helpful since I am very oblivious, lol.

@Spectral Force

I think you can already do that using the 'vertical rotation' selection menu.

 
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Only my requests are important.

...also, I did another vid on the playlist showing sleeper volumes. I intend to do one showing the XML side (editing groups and whatnot) but I'm slammed with work for the next few months so I won't be doing crap except popping in to annoy Roland.

 
@Spectral Force

I think you can already do that using the 'vertical rotation' selection menu.
Once it's placed I haven't been able to modify the prefab as a whole. Like once I click set, then that's it, can't do anything with it except on a layer by layer basis.

 
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