![]() I did not need to stamp, the only thing i've stamped so far is the dog spawner from the tutorial, and i dont know why. to make sure you have the whole door before saving selected to prefab, move it first and see if all its parts moved. now I have individual buyable doors, that i can set different prices to with the kvp's. make sure you have the whole thing selected (very tedius for me i had to position the camera 0.00001 cm from the door to actualy beable to select it and not the triggers around it, and save selected as prefab. they are made up models triggers and entities. this allowed me to select an individual buyable door setup. I've also aded it to the dlc but whenever i open it and then try to open a map to radiant, the radiant logo shows up for 5 seconds and then goes away. (including the 2 stairway blockage of file cabinet doors), and moving the prefab moves all the doors.įrom here i opened the saved prefab as its own file in radiant. I downloaded the bo3 mod tools (25 gbs) and another 93gbs with it which im not sure what it is. Whats weird is the selected all of the doors in the map. as it must be some master prefab in the giant. and turns out every door in the whole map. here it was easy to select all the door pieces of a door. i selected a door, and chose save selected as prefab. and painfully navigated my way to one of the buy doors at spawn (theres a billion objects and volume boxes). To get the giant doors, i entered in radiant. You can copy and paste this struct all over your map to create more spawn points, taking care to change the targetname when you paste it within a new zone volume. If you are configuring the spawner for your start zone then just leave this KVP alone. Notice it has a targetname "start_zone_spawners" - you need to change this to match whatever zone you are setting this spawner for. ![]() Select the struct that you got from stamping the prefab earlier. ![]() It doesn't matter where it is, just hide it. Move the dog spawner (looks like a hellhound model) somewhere under your map or to a hidden location of your choice. Once you stamp the prefab, it will separate the dog spawner from the spawner struct. Next, with the prefab still selected, stamp the prefab into your map using the Stamp menu item: So this should work.Īnd place it anywhere within your _prefabs folder, which can be found at Call of Duty Black Ops III\map_source\_prefabsįrom the Entity Browser, drag a Misc\_prefab into your scene and navigate to the dog_spawner.map prefab in the file browser window. This comes straight out of the giant script files. Somewhere in the middle there will be code something like: Open the 2 Scripts in notepad++ or any other text editor of your choice Navigate to: C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\usermaps\zm_mound\scripts\zm (zm_mound is my map, replace it with your map name)
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