NCrawler Posted January 20, 2014 Share Posted January 20, 2014 With the OnFillContainer event, I can picture very fine control of how your custom items spawn. The function can give you the room name, container type and container just filled but what I had in mind was catagorizing the building as a whole in code to have very specific item distributions. I have looked through the Java source a bit but have not come across any functions dealing with the building as a whole. Here's an example of what I am taking about as I am sure that I have confused everyone: I am walking around in Muldraugh and break into a home. An event fires which gives me, as the mod author, the catagory of structure entered. In this case it's something like "Structure_Residence". Now, my code can run a random number and get the custom type of people who formally lived in this structure, say "Residents_Police". Now, every time OnFillContainer is fired within this structure I can tailor my item spawning to include some law enforcement specific equipment, randomly of course. Well, anyways, just throwing stuff out there. I'm sure that it would probably be a pretty big task to fire an event for structures. Link to comment Share on other sites More sharing options...
Suomiboi Posted February 25, 2014 Share Posted February 25, 2014 I'm going to bump this as it seems like an extremely interesting idea to be able to randomize certain chunks of items inside a single building, while not tied to that certain building every play through. - if I understood this correctly? But if you mean just unique buildings, like the police department, then those are handled by the building types and their predetermined loot table, which I imagine will be editable in a later date via the mapping tools. Link to comment Share on other sites More sharing options...
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