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Amalgamated Recycler and Matter Replicator Instructions

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Jan 23rd, 2020
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  1. In order to fully customize this mod you need:
  2.  
  3. - Run the server a first time so it generates the needed files and you can edit on top of them.
  4. - It'll generate a file called "SCAAMRecyclerConfigCollection" located in "serverRootLocation/mFramework/PersistantStorage"
  5. - Open this file, you'll find a one long line, which contains some default values:
  6. * recycler_chip_value: 20
  7. * mutant_min_spawn_time: 420000
  8. * mutant_max_spawn_time: 900000
  9. * Ten spawners and ten actions. The spawners correspond to 10 locations in Orca Island: 1 in Sultan, 1 in Woodhaven, 1 at the Dam, 4 at Hayward Valley, 1 in Brighmoor, 1 in Pinecrest, 1 at the Amalgamated Arfield.
  10.  
  11. As an example, let's assume we have a configuration file with only 2 spawners, so this guide is not clogged with config lines and you can understand better.
  12.  
  13. {"mutant_min_spawn_time":20000, "recycler_spawners":{"spawners":[{"position":{"y":607.976, "x":2189.96, "z":47.5}, "direction":{"y":0.717845, "x":-0.6962, "z":0}}, {"position":{"y":3534.93, "x":1774.78, "z":38.822}, "direction":{"y":-0.759472, "x":-0.65054, "z":0}}], "actions":[{"Purchase THOR-12 Ammo (43)":{"price":43, "className":"12Gaugex8_Slug_AA12"}, "Purchase PX4 (90)":{"price":90, "className":"PX4"}}, {"Purchase R90 Ammo (100)":{"price":100, "className":"57x50"}, "Purchase Sawed Off AT-12 Shotgun Ammo (40)":{"price":40, "className":"Pile_12GaugeSlug"}}]}, "mutant_max_spawn_time":30000, "recycler_chip_value":20}
  14.  
  15. This is how the file looks, use a JSON formatter to get a prettier visualization, like this:
  16.  
  17. {
  18.     "mutant_min_spawn_time": 20000,
  19.     "recycler_spawners": {
  20.         "spawners": [
  21.             {
  22.                 "position": {
  23.                     "y": 607.976,
  24.                     "x": 2189.96,
  25.                     "z": 47.5
  26.                 },
  27.                 "direction": {
  28.                     "y": 0.717845,
  29.                     "x": -0.6962,
  30.                     "z": 0
  31.                 }
  32.             },
  33.             {
  34.                 "position": {
  35.                     "y": 3534.93,
  36.                     "x": 1774.78,
  37.                     "z": 38.822
  38.                 },
  39.                 "direction": {
  40.                     "y": -0.759472,
  41.                     "x": -0.65054,
  42.                     "z": 0
  43.                 }
  44.             }
  45.         ],
  46.         "actions": [
  47.             {
  48.                 "Purchase THOR-12 Ammo (43)": {
  49.                     "price": 43,
  50.                     "className": "12Gaugex8_Slug_AA12"
  51.                 },
  52.                 "Purchase PX4 (90)": {
  53.                     "price": 90,
  54.                     "className": "PX4"
  55.                 }
  56.             },
  57.             {
  58.                 "Purchase R90 Ammo (100)": {
  59.                     "price": 100,
  60.                     "className": "57x50"
  61.                 },
  62.                 "Purchase Sawed Off AT-12 Shotgun Ammo (40)": {
  63.                     "price": 40,
  64.                     "className": "Pile_12GaugeSlug"
  65.                 }
  66.             }
  67.         ]
  68.     },
  69.     "mutant_max_spawn_time": 30000,
  70.     "recycler_chip_value": 20
  71. }
  72.  
  73. For "mutant_min_spawn_time", "mutant_max_spawn_time" and "recycler_chip_value" is pretty straightforward.
  74. min and max times are in milliseconds, so for example 900000 / 1000 / 60 = 15 minutes, set the number you see fit, just have in mind the normal player corpse despawn times and that the max time has to be higher than the min time.
  75. "recycler_chip_value" is the AmCredits awarded for a chip, so in this case, 1 Chip = 20 AmCredits, replace it with the number of credits you want to award the players for.
  76.  
  77. Now, into the more complex part:
  78. "spawners", you see it opens and closes with a [], all the spawners have to be inside of this.
  79. Inside of the [] you can find that each spawner is opening and closing with a {} then you see position and direction properties each one with an x, y and z values, these corresponds to the position and the rotation the device will spawn on, change it to the values of your desired position. At the end of the guide I'll provide a portion of code with a chatcommand you can use to get your own positions.
  80. Notice how there's a comma after each spawner (except for the last one), you should just copy and paste an existing spawner then replace the numbers so life is easier for you.
  81.  
  82. "actions" is based on the same concept, difference is this is a list of purchase option sets, each purchase option set contains purchase options, with the className of the item (found on editor, etc) and the price in AmCredits for that item, replace them with the values you want but with one sole condition, all the purchase options have to have "Purchase" in them, so "Purchase Christmas Lights (43)". Optionally you can also state the item's price in the purchase option because there would be no other option for a player to know the price otherwise.
  83. Just like spawners, save you some time and copy paste the existing purchase option sets replacing the values for each one of their purchase options.
  84. Also have in mind, on each purchase set you can add as many purchase options as you want, I set 6 options per set on the default values to prevent excessive scrolling through the options but limiting the purchase options is not mandatory.
  85.  
  86. IMPORTANT
  87. You need to make sure that you have as many "actions"/purchase set as "spawners", you can have more actions than spawners to add more randomization to each server restart but you can't have more spawners than action. This is because each spawned device grabs a random set of purchase options and that set cannot be reused anymore on that server restart so if you have not enough purchase sets the following devices won't have anything to grab from and will probably fail.
  88.  
  89. How to obtain positions and rotations
  90. Copy and paste this code in one of your chatcommands lua file for your testing mod and server:
  91.  
  92. ChatCommands["!debugpos"] = function(playerId, command)
  93.   local player = System.GetEntity(playerId);
  94.   local pos = player:GetWorldPos();
  95.   local dir = player:GetDirectionVector();
  96.   local message = 'Pos: x: ' .. tostring(pos.x) .. ', y: ' .. tostring(pos.y) .. ', z: ' .. tostring(pos.z) .. '; Dir: x: ' .. tostring(dir.x) .. ', y: ' .. tostring(dir.y) .. ', z: ' .. tostring(dir.z);
  97.   g_gameRules.game:SendTextMessage(4, 0, message);
  98.   Log(message);
  99. end
  100.  
  101. This will show a message and log the position/rotation x, y and z coordinates, these are the numbers you use on the spawners.
  102.  
  103. The proper way to use it is standing next to a wall and facing to the oposite side, as shown in the following images:
  104.  
  105. https://i.gyazo.com/92f261c273e63986c013c17e0a46af4d.png
  106. https://i.gyazo.com/3c5bf52041ad177775829bebf95f8f02.png
  107. https://i.gyazo.com/f9c4e2ffa48605378979af100cdfcc8e.png
  108.  
  109. Try to be as precise as you can, use sidewalk lines and other small landmarks.
  110.  
  111. I'm gonna try to help you out in everything I can, I know it is kinda hard, but please, make an effort to understand, test as much as you can and try your best before asking for help.
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