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I'm working on an Add On where settlement walls are built into the back of every plot. So the player can string these plots together and they will form a continuous junky wall along the back side of the plots.
I would like to not make a bajillion different plots, but rather have a wide array of variations in a single plot. So a single Residential 2x2 Middle plot could have 1 plot to select from the (huge!) list of residential plots but have dozens, if not more, combinations and outcomes. There is a set of residential plots called Chainlink, Rags, and Fences I that basically does this beautifully.
I've read the PDF tutorials and watched some of the videos that kinggath put together, and they're awesome. There are also a lot of them and I confess I got a little lost in trying to figure out how to do what I want.
My rapacious request:
I would like to have an array of random possibilities for a Residential plot. Let's call them A, B, and C at level 1.
At level 2, I would like each of the level 1 possibilities to have further randomization based off of their A roots. Let's call them A1, A2, and A3. The B and C level 1 builds would have their own; B1, C1, etc.
Finally, at level 3, I'd like another set of randomization that uniquely builds off of the Level 1 and 2 paths.
I've looked at branching building paths, but that seems much more geared towards industrial plots and does not seem to have the width I am looking for.
I looked at the Building Skins PDF Replace Building Models, which can use a Forms List, but I don't know if that can build in the consecutive randomization I'm looking for.
Example:
The single residential plot is plopped down. It decides if it is going to be an A, B, or C at level 1.
A has that cool Pier Support with the arms sticking out that I can use as a walkway for the wall. The game rolls the dice, and A is chosen as the L1. The Pier Support arms (and a little tent, some wire fencing, and a sleeping bag) spawn in.
When the plot gets ready to upgrade to level 2, the game rolls the dice again to see which of the A -> Level 2 options it will choose from.
Option 1 has plywood walls and a metal ladder added. Option 2 has metal walls and a wooden ladder. The game chooses option 2. So now we have a residential plot at A2.
The final upgrade the game rolls the dice again to see where A2 goes next. Let's say that the next three choices are also letters. Option A is has two story walls on the right and left of the 'house roof' and just a low wall in the middle so settlers and the player can shoot from the middle. The game chooses option A.
So at the end, we have A2A.
Is this even possible?
Can we have branching lists like this where an option from a list points to a separate list?
If so... um... how do I set that up in the myriad of options?
I would like to not make a bajillion different plots, but rather have a wide array of variations in a single plot. So a single Residential 2x2 Middle plot could have 1 plot to select from the (huge!) list of residential plots but have dozens, if not more, combinations and outcomes. There is a set of residential plots called Chainlink, Rags, and Fences I that basically does this beautifully.
I've read the PDF tutorials and watched some of the videos that kinggath put together, and they're awesome. There are also a lot of them and I confess I got a little lost in trying to figure out how to do what I want.
My rapacious request:
I would like to have an array of random possibilities for a Residential plot. Let's call them A, B, and C at level 1.
At level 2, I would like each of the level 1 possibilities to have further randomization based off of their A roots. Let's call them A1, A2, and A3. The B and C level 1 builds would have their own; B1, C1, etc.
Finally, at level 3, I'd like another set of randomization that uniquely builds off of the Level 1 and 2 paths.
I've looked at branching building paths, but that seems much more geared towards industrial plots and does not seem to have the width I am looking for.
I looked at the Building Skins PDF Replace Building Models, which can use a Forms List, but I don't know if that can build in the consecutive randomization I'm looking for.
Example:
The single residential plot is plopped down. It decides if it is going to be an A, B, or C at level 1.
A has that cool Pier Support with the arms sticking out that I can use as a walkway for the wall. The game rolls the dice, and A is chosen as the L1. The Pier Support arms (and a little tent, some wire fencing, and a sleeping bag) spawn in.
When the plot gets ready to upgrade to level 2, the game rolls the dice again to see which of the A -> Level 2 options it will choose from.
Option 1 has plywood walls and a metal ladder added. Option 2 has metal walls and a wooden ladder. The game chooses option 2. So now we have a residential plot at A2.
The final upgrade the game rolls the dice again to see where A2 goes next. Let's say that the next three choices are also letters. Option A is has two story walls on the right and left of the 'house roof' and just a low wall in the middle so settlers and the player can shoot from the middle. The game chooses option A.
So at the end, we have A2A.
Is this even possible?
Can we have branching lists like this where an option from a list points to a separate list?
If so... um... how do I set that up in the myriad of options?