I have a need for players to "build" structures. I want them to only be able to build structures that our build team has constructed, and I do not want them to be multis.
The process as I envision it, provided to clarify the idea.
Our build team (GMs on our build server), build houses, guard towers, etc.
Then using a command we export the building to a file.
We move the file to the production server and set up an XML spawner.
The spawner would then build the structure, from the ground up.
Ideally, we could use all the functionality of the xml spawer to set how the build "spawned", but the primary need I have is to have players use a skill, such as carpentry in the area, and the xml spawner would take various resources such as logs, hides, ore, etc.
To simulate the "building process".
Then (in most cases) the staff team would come along and burn the building to static.
Optional Functionality:
To have the buildings be destroyable by other players or mobs, idea for things like guard towers.
I have not fully read your seige system yet, so its possible you already have this. If this can be done with some existing system you have, I'd very much like to know about it.
Regards,
Lara
One way to do this would be to set up a triggered spawner that depends on certain skill use. Then have that spawner spawn the MULTIADDON file that you have created along with a TAKE to take the required resources.
If you have the XmlSiege system, then you can spawn the multiaddon so that it can be destroyed and repaired (if you like) by just tagging it with the XmlSiege attachment.
But if you freeze the buildings into the map, then you will not be able to damage/destroy them since, by definition, frozen statics cannot be altered by the server and so there is no way to change frozen art.
Just to clarify ...
My hope is that it would spawn over time, peice by peice ... not spawn an entire building in one shot ...
To give the impression of working on building it over time, over a week or a day.
Lara
yes, that would be possible by having the components of the addon initially set to be invisible and then the spawner could systematically set parts of the addon to be visible.
It would just require a little mod to the multiaddon to accomplish. I'll test it out and post it.
Excellent, that will save us a lot of work.
We have a town that the players have to build themselves, but since I dont like what players build when given free reign, I want to pre-build and then simulate building them.
I added the mod supporting partial addon visibility to XmlSpawnerAddon.cs along with an example in the latest beta_20_313.zip. You can try it out.
Note that because it simply makes the components invisible, they will still block movement during partial completion. A more sophisticated version would be like a mod of the XmlSiege attachment that actually changes the itemids of components.
http://xmlspawner.15.forumer.com/index.php?showtopic=53
Great! Once I get it working I will put up a tutorial for "building" houses.
**EDIT
Just reread that update, its for the RunUO version 2. Unfortunately we go live in 5 days (on version 1) .. so I can't actually install and try it out.
Thank you tho, Lara
the mod to xmlspawneraddon.cs and the example .xml will work with the 1.0 version as well.
Ok *smiles brightly*
I'll tell Mith and see if we can get it working.
Lara
I have this loaded and its working great, I now need to figure out the rest of the process. Thank you!