timginter

Member
Hi everyone,

I've been trying to go through the code of creating a custom house and understand how it works. I though if I can create a house without creating the foundations, but keep all functions from the original house system it would make a great base for a rental system with players being able to customise their rental houses.

It would need adding an option to resize and limit the number of floors, but first things first - no foundations.

I tried using an empty multi and keeping all the original functions - didn't work (if I understand HouseFoundations.cs the system calculates X, Y and Z based on the components of foundations). The game created the post and the sign at Z +20 and an odd NE stone corner at the same height.

In PreviewHouse.cs there's
Code:
            for (int i = 1; i < mcl.List.Length; ++i)
            {
                MultiTileEntry entry = mcl.List[i];

                if (entry.m_Flags == 0)
                {
                    Item item = new Static((int)entry.m_ItemID);

                    item.MoveToWorld(new Point3D(this.X + entry.m_OffsetX, this.Y + entry.m_OffsetY, this.Z + entry.m_OffsetZ), this.Map);

                    this.m_Components.Add(item);
                }
            }
but commenting that doesn't make any difference - it still creates foundations and stairs.

Anyone else tinkered with the house system?
 

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