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Messages - ai_enabled

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Take as an example any existing Zone class e.g. ZoneRuinsMobsNormal.
You can create a new class similar to it but with a different file name and class name inside.
Do the same for SpawnMobsRuinsNormal and use this new class in your new Zone class.
When in Editor, switch (F8) to Editor mode and select Zone painting tool. You can paint your zone as you want. Press F2 to make a quicksave. Then try invoking the spawn scripts for the painted zone—it will spawn the creatures. To revert, press F3 and you will load to the latest quicksave. Adjust the spawn script and repeat F2-spawn-F3 until you're happy with the spawn results.


Game discussion / Re: The crafting queue +1.
« on: Today at 11:51:31 am »
Initially, you can queue up to 4 entries to craft. You can expand it to 6 by leveling up the Crafting skill (+1 on level 5 and +1 on level 15).


thank you. After I change the server into a modded server, is there any way to add mod only and my server will not change to modded, but continue to work on the community server?
Not possible. The modified servers are clearly marked as such to make the players aware that they can experience all kinds of issues that are not present in the original game.

Is there any other way to make him appear in the map, or is there any instruction to let me put monsters back in one by one?
Check how we use zones and attack scripts to them. E.g. we have a special zone to spawn creatures in ruins/radtowns. You can make your own zone and assign a spawn script to it with any creatures you want to respawn automatically.


Yes, you need to edit this file "Core\Core.cpk\Scripts\StaticObjects\Misc\Events\ObjectSpaceDebris.cs"
Use the text editor or IDE such as Visual Studio Core or Visual Studio 2019.
IDs of items you can find in Editor by using `/addItem` console command and looking into the autocomplete (but they need to start with "Item" prefix). The console can be opened by pressing ~ key (can be changed to any other key in the input settings).
With Visual Studio it's easier as it has autocomplete for class names and compiler to verify that all your changes are correct.


Modding info / Re: Modding problem
« on: May 07, 2021, 06:56:15 am »
I've noticed both CryoFall_Editor.exe and CryoFall_Compiler do not shut down properly when I close the program. I will routinely find multiple copies of both still running in the background.
Indeed, this happens sometimes with Editor. There are some odd issues with the process finalization in .NET Framework that we were unable to resolve, sadly.
It's using .NET Framework 4.7.2 instead of .NET 5 Runtime (like the game client and server), we're yet to rewrite it for the latest .NET.


=== CryoFall v1.30.6.8 (R30 Patch #1) ===

Patch notes:

Local server changes:
— x2 crafting speed by default
— x2 faster growth speed for vegetables by default
— The bosses and other world events will start running much earlier after the server launch
— Disabled automatic despawn of offline player character and vehicles

Please note that the local server settings and rates can be adjusted by editing the ServerRates.config file located in this folder: "<your Documents>\AtomicTorchStudio\CryoFall\" (stop the local server first)

Other changes:
— Implemented dynamic growth rate scaling system for trees, bushes, herbs, and other vegetation (except farm plants) to make them grow up to x2 faster depending on the online players number on the server. It will reduce the shortage of wood and herbs, and also fix the major shortage of rubber trees on highly populated PvP servers
— Wild rubber trees growth rate increased x1.5 (doesn't apply to trees planted inside the land claims)
— Greatly improved respawn of Rustshroom (an orange mushroom). Previously it spawned in a relatively low amount as it was significantly displaced by Penny bun mushroom spawn
— PvE: offline player characters located outside their owned base will be despawned in 1 hour instead of 4 hours. The same applies to their vehicles
— PvE: offline player characters standing on the land claim that they don't own will be despawned in 10 minutes. The same applies to their vehicles
— The game will stop nagging you with "Press [Enter] to start using chat"—it will disappear after a minute, but please note that you can just press Enter and select that you don't wish to use the chat (this is a persistent setting per server)

— Random crash related to the network library when browsing the servers list

If you're hosting a community server it's recommended to install this patch.

Modding info / Re: Modding problem
« on: May 06, 2021, 12:25:29 pm »
It sounds like there is a problem with ModsConfig.xml file.
Please delete all the log files, configure the ModsConfig.xml and launch the Editor. Check the generated log as it will contain any errors that it has with the ModsConfig.xml.
Also, please note that all mods should be either packed or unpacked, you cannot mix the formats.


Game discussion / Re: launch 1.0 / A30 review
« on: May 06, 2021, 11:07:46 am »
Thank you for your detailed feedback as always! Lurler will read everything soon.
This comes with resource, what is the strategical value of one resource when we can have a similar output in a farm next to the base? May a buff in the resources will help, like doubling slots/speed.
If you build an advanced Li extractor or oil pump over a resource deposit, it will have x4 number of slots. As it extracts quickly (while consuming relatively little energy) and can fill so many slots it's very well worth the effort.


Bug reports / Re: Free for all building
« on: May 05, 2021, 03:58:47 pm »
Thanks for letting us know! Yes, we can add an extra check for this case in the next big patch or update...
Though, is it really bad? They're not some strangers after all, they're your faction members.

Game discussion / Re: 3000 LP
« on: May 04, 2021, 02:51:28 am »

We've provided server access to the manager from publisher Daedalic Entertainment as they wanted to make a big stream with GameStar (very popular in Germany). They've used the wrong command and instead of adding 3000 LP to themselves, they've giveaway it for everyone registered on the server (it was right before the launch of v1.0)...
You can consider it a v1.0 launch reward! :-)


Modding info / Re: Modding prerequisites (Visual Studio 2019)
« on: May 03, 2021, 12:58:51 pm »
@PlayerMaybKnown, correct. As an example of a mod with a map, you can download an existing MPK with a map, e.g. Please note that it must be backed as a ZIP archive without compression as explained in this comprehensive community guide

Modding info / Re: Modding incompatibilities
« on: May 03, 2021, 10:32:51 am »
If there is definitely no way to avoid overriding the same file, then the easiest solution would be to just incorporate the other mod into yours and manually merge the changes so there are no conflicts.

Modding info / Re: Modding incompatibilities
« on: May 03, 2021, 10:19:25 am »

Unfortunately, it's not possible to avoid this kind of conflict so it's best to avoid using this particular combination of mods.
We may consider a solution to merge scripts but overall it's a very unreliable approach (because the code is in C# and not some scripting language).


Bug reports / Re: Local Server not saving when closing out
« on: May 03, 2021, 06:00:55 am »
Surprisingly, we didn't hear about this issue from anyone else. I guess it's just a Windows problem in your case.
As we will integrate the local server in the client, it will be never an issue.


Bug reports / Re: Local Server not saving when closing out
« on: May 03, 2021, 05:51:18 am »
Ok, so the issue is only when you close the server window. Probably it has not enough time to save the world completely before it's getting killed by Windows, hmm.
In the near future we're going to properly integrate the local server right in the game (so there will be no separate console window).


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