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Prefab Editor (Alpha)

No, that's right. I suspect ultimately, it would be best if each prefab has its own sleeper volume group; well, at least for the ones where it would make sense. Lumberyard, sewer, etc.

I always find it odd that there can be dogs on the upper levels of Joe Bros and usually a stripper in the trailer.

The latter is funny, the former is retarded.

My point? My prefabs will likely have their own groups.

 
Sorry, I meant that there's two volumes per sleeper pack, 1 for the volume and the other for triggering. I've not really looked at it (and with them constantly spawning when I walk in the room I didn't think there was a trigger area)
Ah right, no they use the same area, but the area is essentially the trigger, it just has the additional requirement of a sleeper block to be in it for it to work :) If I understand right, the 'idle' sleeper spawns when you cross the boundary, but doesn't become a real entity until it 'detects' you

 
....Cool.... i use two monitors... i like this feature with the division panels of toolbars !

PS: Sideview - this is what i was lacking.

Because of the lack of tooltips (or button-names) - I'm afraid to press buttons :D

Besides, i think, it is unlikely the TFP will make such editors after game-release... i think - they have confine with built-in editor like a "Creative Mode". But for serious work - needed 2D-editors.

 
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Great tool to start off with. This is my first time editing Prefabs outside of the game.

I've noticed that when using the fill tool the program sometimes locks up. No error or anything but becomes unresponsive and all buttons and actions become greyed out.

I've also had to redownload a few times even after updating as the Zombie.exe just seems to do nothing.

I would also like to make a suggestion to possibly add a circle tool like can be found at this site. It's worked really well for laying out some structures I've made in the past.

https://www.pixilart.com/

Thanks again!

 
@n2n1

Vanquish your fear. Nothing bad will happen if you press the buttons. Critical commands are gated behind warnings.

Btw. There will be some tool tips in the next release.

@all

I hope someone can assist me with the prefab XMLs. I am trying to find all valid property names and corresponding values.

Example:

Code:
<property name="AllowedBiomes" value="wasteland, pine_forest, plains, forest, snow, desert" />
There are values (and perhaps properties) which aren't used in the current prefab xml files, e.g. "burn_forest" is not used but should be a valid entry in AllowedBiomes. I tried to read the Assembly-CSharp.dll and found an incomplete list of properties but no value lists.

Where can I find these things (do I really have to go through the other xml files (e.g. biomes.xml))?

 
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Thanks, i forgot about that post. What is interesting is even with a somewhat lower game stage there is a chance to spawn irradiated zeds. I remember seeing my first irradiated zed in the new pawn shop POI.

I opened up the pawn shop POI in pilles editor and didnt see any special sleeper blocks in it so not sure how one spawned for me.

I have to go through the gamestage xml and see if any of the early gamestages has a small chance to spawm irradiated zombies.

 
I opened up the pawn shop POI in pilles editor and didnt see any special sleeper blocks in it so not sure how one spawned for me.
Are you talking about "store_pawn_01"? There are many sleeper blocks in this prefab (activate "show class symbol" in extras -> options- > view to show the sleepers).

 
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Thanks, i forgot about that post. What is interesting is even with a somewhat lower game stage there is a chance to spawn irradiated zeds. I remember seeing my first irradiated zed in the new pawn shop POI.
I opened up the pawn shop POI in pilles editor and didnt see any special sleeper blocks in it so not sure how one spawned for me.

I have to go through the gamestage xml and see if any of the early gamestages has a small chance to spawm irradiated zombies.
Some poi's have modifiers to increase the gamestage within the prefab. Nice stuff with decent potential. Also, since you can create custom prefab spawn groups, you could say, fill a police station with swat team zombies, if the UMA zombies still worked...

 
<property name="AllowedBiomes" value="wasteland, pine_forest, plains, forest, snow, desert" />
[/CODE]
There are values (and perhaps properties) which aren't used in the current prefab xml files, e.g. "burn_forest" is not used but should be a valid entry in AllowedBiomes. I tried to read the Assembly-CSharp.dll and found an incomplete list of properties but no value lists.

Where can I find these things (do I really have to go through the other xml files (e.g. biomes.xml))?

Your xml making gui should basically have checkboxes that include the biome names in biomes.xml, which would then add to the prefab's xml. The biomes are in biomes.xml and there aren't a lot.

<biomemap id="01" name="snow"/>

<biomemap id="02" name="forest"/>

<biomemap id="03" name="pine_forest"/>

<biomemap id="04" name="plains"/>

<biomemap id="05" name="desert"/>

<biomemap id="06" name="water"/>

<biomemap id="07" name="radiated"/>

<biomemap id="08" name="wasteland"/>

<biomemap id="09" name="burnt_forest"/>

<biomemap id="10" name="city"/>

<biomemap id="11" name="city_wasteland"/>

<biomemap id="12" name="wasteland_hub"/>

<biomemap id="13" name="caveFloor"/>

<biomemap id="14" name="caveCeiling"/>

...and I'm fairly certain the cave ones don't work. :)

deletegui.png


etc...
 
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@Guppycur

Ok, thanks. So I guess I have to evaluate the XMLs.

Btw.

The design of the new A16 xml settings is similar to the old A15 settings (which were another shameless copy of Hal's design^^):

bSWSg1s.png


 
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Are you talking about "store_pawn_01"? There are many sleeper blocks in this prefab (activate "show class symbol" in extras -> options- > view to show the sleepers).
Sorry, yes i was aware of the normal sleeper blocks, i was seaching for a special one that spawned the irridated zombie spawn.

 
The only vanilla groups that spawns radiated is SleeperTestChamberGSList and ZombieBadassHorde, which spawns some tough cookies, but shouldn't spawn one until your GS is level 400, when it calls "ZombieBadassGroup", which has

Code:
<entitygroup name="ZombieBadassGroup">
	<entity name="zombieArleneFeral" />
	<entity name="zombieBoeFeral" />
	<entity name="zombieBusinessManFeral" />
	<entity name="zombieCheerleaderFeral" />
	<entity name="zombieDarleneFeral" />
	<entity name="zombieFarmerFeral" />
	<entity name="zombieFatCopFeral" />
	<entity name="zombieFatHawaiianFeral" />
	<entity name="zombieFemaleFatFeral" />
	<entity name="zombieJoeFeral" />
	<entity name="zombieMarleneFeral" />
	<entity name="zombieMoeFeral" />
	<entity name="zombieNurseFeral" />
	<entity name="zombieOldTimerFeral" />
	<entity name="zombieSkateboarderFeral" />
	<entity name="zombieSnowFeral" />
	<entity name="zombieSoldierFeral" />
	<entity name="zombieSpiderFeral" />
	<entity name="zombieSteveCrawler" />
	<entity name="zombieSteveCrawlerFeral" />
	<entity name="zombieSteveFeral" />
	<entity name="zombieUtilityWorkerFeral" />
	<entity name="zombieWightFeral" />
	<entity name="zombieYoFeral" />
	<entity name="zombieSpiderFeralRadiated" />
	<entity name="zombieWightFeralRadiated" />
	<entity name="zombieFatCopFeralRadiated" />
</entitygroup>
At gs 585 is when you start seeing radiated zombies through other means (hordes, sleepers and whatnot).

 
Checking the poi, it has both the badass group AND has a +150 modifier to your gamestage, so the chances are pretty decent.

value="S_LootRoom_XL,S_GhostTown_S,S_Badass_XS,SleeperSmall"

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Huh, wonder why there's a space in SleeperSmall, it's not there in edit mode. Stupid forum :)

 
Hey Pille

Thx for adding the Block-Id-Exchanger-function

It worked perfectly and is very handy to use (also pretty fast)

What are ur plans for the prefab-settings (xml's) ??? Do u update and add the new a16-xml-lines to the editor ???

There are a few new lines in the a16 xml's:

<property name="ExcludeDistantPOIMesh" value="False" />

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

Also the ZONING-command is back in action with 3 new ZONES: downtown , ResidentialOld , ResidentialNew

(since a11 zoning was in the xml's , but disarmed !!!)

Also the static-spawners seems to be gone now !!!

(no single vanilla-Prefab has got an spawner-entry anymore !!!)

Idk if AGE and CONDITION now have any function

(the 2 commands never had any functions before)

I just dont care about it atm ;)

And last but not least: The sleepers and their xml-entries.

cheers

Mag

 
@allI hope someone can assist me with the prefab XMLs. I am trying to find all valid property names and corresponding values.
Have a look at the prefab class, in the load function follow the function for the first return, then follow the function at the bottom before return true, and that should have you looking at the code that converts the dynamic properties to objects etc

starts like this:

Code:
// Prefab
private void md000d()
{
this.fd003f = Block.GetBlockValue(Constants.cTerrainFillerBlockName);
this.bCopyAirBlocks = this.properties.GetBool("CopyAirBlocks");
this.bExcludeDistantPOIMesh = this.properties.GetBool("ExcludeDistantPOIMesh");
this.distantPOIYOffset = this.properties.GetFloat("DistantPOIYOffset");
if (this.properties.Values.ContainsKey("DistantPOIOverride"))
{
	this.distantPOIOverride = this.properties.GetStringValue("DistantPOIOverride");
}
this.bAllowTopSoilDecorations = this.properties.GetBool("AllowTopSoilDecorations");
this.bTraderArea = this.properties.GetBool("TraderArea");
this.TraderAreaProtect = ((!this.properties.Values.ContainsKey("TraderAreaProtect")) ? Vector3i.zero : Utils.ParseVector3i(this.properties.Values["TraderAreaProtect"]));
Vector3i arg_164_1;
if (this.properties.Values.ContainsKey("TraderAreaTeleportSize"))
 
@Magoli

The next release will contain full support for A16 prefab XMLs. In addition there will be a visual (and probably interactive) representation of the sleeper volumens.

So that's a sleeper volume in my current dev. version (the green rectangle). Each volume does have a different color and can be directly resized and moved like a desktop window (you can also use text fields to change the positions and dimensions):

C3FPiJr.png


@Guppycur

Don't worry this approach isn't really slower or less dirty than the other one. :)

@StompyNZ

Thanks Stompy. I hope I can find it (didn't try yet).^^

 
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Lol, I'll take it however I get it. =)

- - - Updated - - -

Have you put any thought into making the red selects and blue prefab insert boxes translucent so you can see through them a bit to the blocks on the other side?

 
Yes, but it doesn't work this way (or isn't very easy) since block selecting does change the color. So if I make the red selects or blue prefab boxes 100% translucent, you would see nothing but white blocks.^^

I think I could implement something like this:

CkF7iUR.png


 
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