FEATURE INFO Modding models for blocks

Discussion in 'FAQ & Feedback' started by Pantera, Dec 17, 2020.

  1. Taelyn

    Taelyn Administrator Staff Member Community Manager

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    Haven't checked yet. Will try in the weekend and otherwise on Monday
     
    #221
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  2. Taelyn

    Taelyn Administrator Staff Member Community Manager

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    The script is added now
     
    #222
  3. Daimonicon

    Daimonicon Lieutenant

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    Unfortunately, you can no longer download it because the link doesn't work.

    [​IMG]
     
    #223
  4. Taelyn

    Taelyn Administrator Staff Member Community Manager

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    Try again now
     
    #224
  5. Daimonicon

    Daimonicon Lieutenant

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    Works ! Thank you
     
    #225
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  6. Daimonicon

    Daimonicon Lieutenant

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    How does the XRef script behave with objects that simply do not want to be deactivated?
    I have a block with user model / animation and emmission map that works fine. Another block goes off correctly but comes on again immediately. One on another off looks extremely stupid. Can I force a block to stay off via config file ? Or directly in Unity?
     
    #226
  7. ravien_ff

    ravien_ff Rear Admiral

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    If you don't want an on/off state for your block just don't use the xrefactivate script, and make your block model look like it's powered off.

    To properly use xrefactivate to have different power states for your block, your block also needs to be able to be turned on and off in the control panel and it needs at least a power in of 1 watt.
     
    #227
  8. Daimonicon

    Daimonicon Lieutenant

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    But that's exactly what I want an on/off state. So I need the script and it works fine with the other block. Yes, the parameters are set ("IsAccessible: true, IsActivateable: true , EnergyIn: 1"). If I use the switch in the system menu, the block immediately returns to the active state.
     
    #228
  9. ravien_ff

    ravien_ff Rear Admiral

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    Sounds like your prefab isn't setup correctly maybe.

    That script can turn a game object in your prefab ON or OFF depending on the power state, and it can control up to 2 game objects like that.
    So maybe double check its setup correctly. Also make sure the script is on your parent game object and isn't turning itself off. :D
     
    #229
  10. Daimonicon

    Daimonicon Lieutenant

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    I have checked everything several times without success. The block behaves exactly like the solar energy capacitor, only it is the other way around. The block comes on again when you deactivate it and it also continues to light up when the whole vehicle has no power.
    The block is effectively a mini pentaxide tank for a mini shield generator. Is that perhaps the problem that it is a fuel tank? Or is there another block type assignment that causes this?

    With my working block the glow effect stops the animation and the particle effect. With the current one only the glow effect should deactivate and not even that works.
     
    #230
  11. Daimonicon

    Daimonicon Lieutenant

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    I've just found it's because the block acts as a fuel tank - so it's self-activating unfortunately. Maybe someone still knows a way out.
     
    #231

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