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Topics - MightyMonte88

#21
Modding info / Spawn scripts with more population density
December 07, 2020, 01:53:33 PM
Hey i'm wondering how i would go about making a script to spawn in mobs in zones, in much higher numbers. I was able to add Raider NPCs to the game, using the Basic NPC mod (big thanks to Kallvin, the author of Basic NPC ) as an example of how to do so, after a good deal of trail and error i was able to add in two classes of NPC raiders. However, using a script setup like what Kallvin has done, i am only able to get the raiders to spawn in, very spread apart and in few numbers.

Here's the script called to spawn the raider mobs

namespace AtomicTorch.CBND.CoreMod.Zones
{
    using System;
    using AtomicTorch.CBND.CoreMod.Characters.Mobs;
    using AtomicTorch.CBND.CoreMod.Triggers;

    public class SpawnMobsHuman_00 : ProtoZoneSpawnScript
    {
        protected override void PrepareZoneSpawnScript(Triggers triggers, SpawnList spawnList)
        {
            triggers
                .Add(GetTrigger<TriggerWorldInit>())
                .Add(GetTrigger<TriggerTimeInterval>().Configure(TimeSpan.FromMinutes(10)));

            spawnList.CreatePreset(interval: 30, padding: 0.5, useSectorDensity: false)
                     .Add<MobMaleRaider_01>()
                     .Add<MobMaleRaider_02>()
                     .SetCustomPaddingWithSelf(35);
        }
    }
}


And here's how it's being called

.Add(GetScript<SpawnMobsHuman_00>().Configure(densityMultiplier: 10.10));

I've tried adjusting densityMultiplier up to as high as 100 ( it was initially at 0.10) and it doesn't seem to be having any effect....
#22
I added a new structure tier, made from a new resource called refined pragmium. How can i go about giving the walls/ floors a slight glow? I've seen some other objects in game (pragmium sources) have a slight glow and it would be neat to add that affect to these walls/floors being that they are made of pragmium.
#23
Modding info / Adding a new type of gate
December 04, 2020, 08:12:09 AM
When doing so, i'm making a copy of three files (ObjectGateSteel, ObjectGateSteelH, and ObjectGateSteelV.cs )

I'm getting an error from ObjectGateSteel.cs at line 14 "var folderPath = SharedGetRelativeFolderPath(this.GetType(), typeof(ProtoStaticWorldObject<,,>));"

"Severity   Code   Description   Project   File   Line   Suppression State
Error   CS0122   'ProtoStaticWorldObject<ObjectDoorPrivateState, ObjectDoorPublicState, ObjectDoorClientState>.SharedGetRelativeFolderPath(Type, Type)' is inaccessible due to its protection level   Tech_Expansion   C:\Users\adank\OneDrive\Desktop\Cryofall modding\Data\Mods\Tech_Expansion\Scripts\StaticObjects\Structures\Doors\ObjectGateSuperHeavy.cs   14   Active
"

What should i do to be able to access this folder path?
#24
Modding info / Adding another technology tier
December 03, 2020, 08:26:16 AM
Hey i'm in the process of adding a 6th tier with a 5th tier for industry , and just wanted to make sure this won't conflict with the upcoming A29 update?
#25
Hey guys im new to modding but not programming, i'm hoping to jump into modding for cryofall. I'm following a guide on steam, and a guide here on the forums to get VS2019, Cryofall modding SDK, and the creation kit setup. I've prepaired a working director and extracted core.cpk using the CMD script.

When trying to Create a new project from VS2019 main menu, after selecting Cryofall Mod project.mpk, when i name the project and hit create it returns this error.

"The value ""CroFall SDK cannot be located. Please ensure the mod csproj is located at Cryofall/Data/Mods"Sdk.props" of the "Project" attribute in element <import> is invalid. Illegal characters in path. C:Users/adank/source/repos/TestAlpha/TestAlpha/TestAlpha.csproj"

Would somebody mind helping me figure out what i did wrong?