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
but commenting that doesn't make any difference - it still creates foundations and stairs.
Anyone else tinkered with the house system?
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);
}
}
Anyone else tinkered with the house system?