Change placeable appearance
ForSerious
Member Posts: 466
I know it can be done with the JSON functions… I have not wondered into those lands yet.
Has anyone else done this yet?
For clarity: There are trees that can be interacted with to get crafting material. These trees spawn at locations of waypoints. The waypoint just signifies where the tree should spawn, but not the type of tree. That is random.
If I remember right, I can't create the JSON from the pallet. I have to copy an existing object, or read it in from the database.
The steps I'm thinking right now are:
Create default tree.
Copy it to JSON.
Change appearance.
Delete default tree.
Create tree from JSON.
Any help or ideas would be nice.
Has anyone else done this yet?
For clarity: There are trees that can be interacted with to get crafting material. These trees spawn at locations of waypoints. The waypoint just signifies where the tree should spawn, but not the type of tree. That is random.
If I remember right, I can't create the JSON from the pallet. I have to copy an existing object, or read it in from the database.
The steps I'm thinking right now are:
Create default tree.
Copy it to JSON.
Change appearance.
Delete default tree.
Create tree from JSON.
Any help or ideas would be nice.
0
Comments
Works better than a charm. The hardest part was finding what to set iApp to. (The Wood type constants are listed out because I give the trees names based on those later. They're also used to set the material obtained from the tree.)
Yay, now the pine tree is one of the three standard models of pine trees included in the game!
Each kind of tree gives its own kind of stick. To make sure they did not stack and overwrite their local variables and item properties, I had to give them new tags on creation. That stops the game from auto stacking the them. Pretty annoying.
Now with the JSON functions, I can define the item properties and local variables before I create the object.
They stack perfectly.
Oh no. Look out! Serious is getting drunk on a JSON fuled power grab...
TR