![]() ![]() I hope that information helps you achieve what you're trying to do. This would probably be the best way to accomplish what you're looking to do. I'm thinking that this is possible because in the default world creation options you can adjust the player block damage and the zombie block damage as separate values. Maybe something more along the lines of modding in certain types of blocks that are able to receive normal player block damage values but are immune to zombie block damage. I'm not sure that traderAreaProtect would be the way to go about it. if i make a custom POI zombies cant damage anything with traderArea set to true though but players can I think a fair amount of this has changed since I last tinkered with it and I don't have any experience with the use case you are describing I will say that what your attempting to do sounds possible but it may have to be configured from scratch. Originally posted by BPMVT:do you happen to know how to set the traderAreaProtect values work? i want it set so players cant damage a structure. I recommend using the Always Open Traders mod from KhaineGB, this way you can still buy/sell receive and turn in quests at night. Traders themselves are still invincible to player and entity attacks so even if the building is destroyed the traders "should" be fine. You and other entities, will now be able to damage & destroy trader POIs, loot objects etc. Save all files after editing and generate a new test world to ensure it is working correctly. Program Files (x86) > Steam > steamapps > common > 7 Days To Die > Data > PrefabsĮdit these 5 files exactly the same (I recommend using Notepad++): trader_bob.xml, trader_hugh.xml, trader_jen.xml, trader_joel.xml & trader_rekt.xml all the same. Not tested with EAC on, I recommend making a shortcut to 7DaysToDie.exe and using that instead of the default 7DaysToDie_EAC.exe Just navezgane, prefab1, prefab2 and prefab3. That said, is there a way to find traders easily in a random gen world I tried searching my game files for the coordinates but the map Im playing seemingly was not there to view. There's a hole leading to the 3rd floor bathrooms, which are unmarked, and the third floor's left bathroom is crushed under the 4th floor's collapsed floor.Note you have to do this BEFORE you generate a new world, it will do nothing to your pre-existing worlds. Alright, Im new to this sub and am unsure if this has been asked or addressed anywhere in here. It has damage, traps, and barbed wire as an attempt to fend off infected. The 4th floor also has cubicles surrounding a smaller café. On this floor, there's a small café and a central sandbag area with an ammunition crate. The 3rd floor has a balcony fortified with sandbags and a spotlight, possibly military action. Rooms A, C, and D have office cubicles and desks, and a separated room labeled 1 and 2 possibly served executive meetings. The 3rd floor shows major structural damage, with collapsed flooring and walls damaged during the outbreak. The stairwell on the east side has collapsed from the 1st to the 3rd floor. The lobby is on the bottom two floors, featuring sign-in areas, kiosks, resting areas, a bathroom, and a small office. The Office Area of Dishong Tower spans floors 1-4. Traps set by the fourth floor staff to stop the infected. It can take 2-3 days of Looting with camping in between to reach the top. ![]() Some corners and parts of the rooftop are destroyed, leaving only the center portion. In Navezgane, it's in the City of Departure, reaching a roof height of 107 meters. It offers parkour/exploration challenges as it can be scaled without destroying iron bars or adding platforms. Dishong Tower is a massive building with 15 floors and 3 sections: Office Area, Construction Area, and Penthouse.
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