Spawning question

Discussion in 'Scenarios' started by Ivo Shandor, Dec 16, 2017.

  1. Ivo Shandor

    Ivo Shandor Commander

    Joined:
    Apr 27, 2016
    Messages:
    41
    Likes Received:
    140
    I have seen that spawning drones is possible within a task but can a blueprint be spawned from the prefab directory?
     
    #1
  2. ZzzSmileYzzZ

    ZzzSmileYzzZ Lieutenant

    Joined:
    Oct 7, 2017
    Messages:
    46
    Likes Received:
    7
    If you mean the prefab from the scenario your playing, then no. You will have to copy it from there to the prefab folder located here:
    C:\\Steam\Launcher\steamapps\common\Empyrion - Galactic Survival\Content\Prefabs, then you will be able to see it in creative world . At that point you can spawn the blueprint modify it and save it back (using another name to save it), once you save it back it will save it, into your own blueprint folder, from there you can spawn it in survival or the scenario you are playing and use it as you wish.

    Cheers,
     
    #2
  3. Brimstone

    Brimstone Rear Admiral

    Joined:
    Dec 11, 2017
    Messages:
    632
    Likes Received:
    1,980
    I think what he's asking is if a task could force spawn a BP ingame. Unless you can somehow copy the PV spawn process, I'm thinking no, since they otherwise have to be either fixed or random in the playfield setup. If that's correct, I think the proper question is: if there is a fixed BP on the playfield, hidden in one location, could a task initiate a setposition command to move the BP to a specific other location?
     
    #3
  4. Ivo Shandor

    Ivo Shandor Commander

    Joined:
    Apr 27, 2016
    Messages:
    41
    Likes Received:
    140
    You are correct Brimstone. I want a PDA mission task that will spawn a BP in from the prefab folder and in the research I have done the answer is no at this point. I like your way of thinking regarding the setposition command But I see two problems with that: One I am not sure how'd the ID of the BP would be grabbed (as in is the ID the same every game or does it change?) Two, is that an option for a task at this point? (I haven't seen it listed anywhere in other scenarios yet.)
     
    #4
  5. Brimstone

    Brimstone Rear Admiral

    Joined:
    Dec 11, 2017
    Messages:
    632
    Likes Received:
    1,980
    If it's not possible, it definitely needs to be added to enhance mission building. Looking at a couple old saves of different DoG playthroughs, it looks like the IDs are assigned in order of spawning into the game. In a Maiy orbit start, the Explorer is ID 2. For a surface start, it's Id 152. :( Unless everyone has teh same spawn, that blows that line of thought out.

    Now, if there was a function that returned the ID of a given entity...
     
    #5
    Na_Palm and Ivo Shandor like this.
  6. Ivo Shandor

    Ivo Shandor Commander

    Joined:
    Apr 27, 2016
    Messages:
    41
    Likes Received:
    140
    Being able to do any of the console commands or spawning blue print would be nice add to tasks and missions. It would be interesting to reward the player with a SV or an HV in some situations to assist the storyline. Thanks for being and extra set of eyes Brimstone, wanted to make sure I wasn't missing something.
     
    #6
  7. Brimstone

    Brimstone Rear Admiral

    Joined:
    Dec 11, 2017
    Messages:
    632
    Likes Received:
    1,980
    Actually, a thought... Maybe you could passcode the vehicle, and give the code in mission text somewhere...
     
    #7
    Needleship likes this.
  8. Ivo Shandor

    Ivo Shandor Commander

    Joined:
    Apr 27, 2016
    Messages:
    41
    Likes Received:
    140
    That is a good idea! I could make it a player owned vehicle but store it in a hanger that is locked by a code.
     
    #8
    Needleship and geostar1024 like this.
  9. piddlefoot

    piddlefoot Rear Admiral

    Joined:
    Mar 4, 2015
    Messages:
    1,841
    Likes Received:
    1,612
    If you go into creative and look at all the tabs on left hand side you will see you can spawn all the BPs in the prefab directory but only in creative.
     
    #9
  10. Ivo Shandor

    Ivo Shandor Commander

    Joined:
    Apr 27, 2016
    Messages:
    41
    Likes Received:
    140
    I have done that many times. There are some pretty cool blue prints in there. But I wanted to spawn a prefab blueprint once a player completes a quest to reward them with an advance SV or a CV.

    FYI what I am working on is to create a more "space" survival scenario. The system will not have many planets, but the POIs will all be space station type locations. Mining can be done but will not be the focus since there will be an economy that will allow the player to sell buy and sell items for profit, thus allowing them to purchase better items. If I could prevent spawning from players altogether I would, this way quests would reward players with better items and vehicles. I feel this would lend to a better RPG type environment.
     
    #10
    Na_Palm likes this.
  11. piddlefoot

    piddlefoot Rear Admiral

    Joined:
    Mar 4, 2015
    Messages:
    1,841
    Likes Received:
    1,612
    I wonder if you add the groupname to the rewards line , if it would spawn the ship ?

    Tried that ?

    In the PDA where it has the rewards listed for that mission maybe try it there see if it throws an error.
    There is probably a way to do that if you can get the yaml in order, Im great at editing them, but useless at creating brand new code for them that's linked to the hardcoded side of the game.

    HWS crew may know, they have an awesome programmer on there team.
     
    #11
  12. DerAralAal

    DerAralAal Lieutenant

    Joined:
    Apr 4, 2018
    Messages:
    47
    Likes Received:
    15
    trying to realize something similar.
    got the feeling this line from the Dawn of Galaxy PDA holds the awnser:
    OnCompletePlayfieldOps: [ "SpawnDrone: 2; DroneSmallFast01Minigun; NearPlayer" ]

    its not SpawnEntity, -Prefab, -CV_Player
     
    #12
  13. Ivo Shandor

    Ivo Shandor Commander

    Joined:
    Apr 27, 2016
    Messages:
    41
    Likes Received:
    140
    Well I haven't work on this in a long time but how about SpawnPrefab: [prefab name]; NearPlayer ?
     
    #13
  14. DerAralAal

    DerAralAal Lieutenant

    Joined:
    Apr 4, 2018
    Messages:
    47
    Likes Received:
    15
    SpawnPrefab didnt worked, will try some other combinations like the AddVessel-command from aimanager.
    Got the feeling that the factory is bound to local player data, what would mean you cant write a quest upon expecting the player has some data. So direct spawning seems the only way at this point. However, depending on ship size i expect a high chance they might get stuck in other structures that might be close when spawning.

    I think i remember something about ai improvements for A8, but i could imagine devs are to busy with new planets. We will see maybe we get some new commands that can be for use of us soon.
     
    #14
  15. piddlefoot

    piddlefoot Rear Admiral

    Joined:
    Mar 4, 2015
    Messages:
    1,841
    Likes Received:
    1,612
    Can it be migrated to a new folder inside the MP folder and then see if the game can fetch it from there ?
     
    #15
  16. DerAralAal

    DerAralAal Lieutenant

    Joined:
    Apr 4, 2018
    Messages:
    47
    Likes Received:
    15
    Had contact to HWS team and they confirmed that player factory can only work with local player data.
     
    #16
  17. Ivo Shandor

    Ivo Shandor Commander

    Joined:
    Apr 27, 2016
    Messages:
    41
    Likes Received:
    140
    Hopefully this will be a future add for scenarios. Perhaps a spawnbp can allow a coordinate system or an set distance away from the player.
     
    #17

Share This Page