"faking" a house...
"faking" a house...
Is there a way to create a house, but only the floor, so i can build onto it and it will still all be considered a house(lock down, trash can, ban, etc)
You could create a "house" that consist of only a 8*8 marble floor for example. You'll also have to put a house sign in it, since that sign is what listens for housing commands like "i wish to lock this down". A house doesn't need walls to function correctly - the standard workshops for example also don't have four walls on the ground level.
When you burn that "house" into the multi.mul and edit the config files to recognize your new house, POL will treat it like any other multi.
I bet I got this question totally wrong, again
When you burn that "house" into the multi.mul and edit the config files to recognize your new house, POL will treat it like any other multi.
I bet I got this question totally wrong, again
Here's a create rectangle script. It allows you to enter an object type number and will tile an area you target with that item.
Just save it as createrect in the \pol\scripts\textcmd\seer directory. Compile it.
Syntax is: createrect <objtype>
Code: Select all
//
// .createrect command - create items in a targetted rectangle
//
// usage: .createrect [objtype]
// Items created with this command will not decay.
//
use uo;
program textcmd_create( who, params )
var objtype, zheight;
params := SplitWords( params );
objtype := params[1];
if (CInt(objtype))
objtype := CInt(objtype);
endif
if (len(params)>=2)
zheight := CInt( params[2] );
else
zheight := 0;
endif
SendSysMessage( who, "Target the top-left corner" );
var topleft := TargetCoordinates( who );
if (!topleft)
return;
endif
SendSysMessage( who, "Target the bottom-left corner" );
var botright := TargetCoordinates( who );
if (!botright)
return;
endif
if (topleft.x <= botright.x && topleft.y <= botright.y)
var x, y, z;
for( x := topleft.x; x <= botright.x; x := x + 1 )
for( y := topleft.y; y <= botright.y; y := y + 1 )
z := GetMapInfo( x,y, who.realm ).z;
var item := CreateItemAtLocation( x, y, z+zheight, objtype, 1, who.realm );
// Uncomment the next line to lock down the created item.
// item.moveable := 0;
endfor
endfor
endif
endprogram
Syntax is: createrect <objtype>
If you want to fake a house, just do what Bytehawk said. Build the ground floor with a sign as multi, if you run a standard POL shard. Otherwise you have to follow other ideas to fulfill your dreams. Cause then you have to leave the standard that the house sign is controlling the multi. That's no problem, but you have to script something on your own, cause we all don't know what you want exactly
Every Shard does it's housing on their own i think.
Phew... that would be difficult to explain even in german, I doubt that I could in english. Well, I'll try anyways:
If I got it right, you want a simple floor of say 8*8 stone pavers to be treated like a multi. The most simple - tho not really simple - way to achive this would be to really MAKE it a multi. For that you have to build the stone pavers floor and a house sign and export it to a file that is readable by your favorite multi editing tool. Then use that tool to "burn" your design into your multi.mul file and edit the POL config files and scripts that have to do with multis. Since I've rewritten almost the entire housing system for our shard, I can't tell what files that exactly are, but at least pol/config/multis.cfg and the itemdesc.cfg file in which the houses are defined have to be edited. Then, you can simply place and use the "house" like any other multi in game.
If you dont want the house sign in your design, you'll have to tell one of those stone pavers, that it actually is a house sign
Sadly this isn't as simple as it sounds and I can't (wont) explain it in detail, but you have to make quite some modifications in houseDeed.src for this to work. The question is, if what you want to achieve is really worth that effort.
PS: I vaguely remember having read - don't ask me where - about a "static housing package", maybe this could help you? At least it may contain valuable hints, since static housing also differs from normal multi management.
If I got it right, you want a simple floor of say 8*8 stone pavers to be treated like a multi. The most simple - tho not really simple - way to achive this would be to really MAKE it a multi. For that you have to build the stone pavers floor and a house sign and export it to a file that is readable by your favorite multi editing tool. Then use that tool to "burn" your design into your multi.mul file and edit the POL config files and scripts that have to do with multis. Since I've rewritten almost the entire housing system for our shard, I can't tell what files that exactly are, but at least pol/config/multis.cfg and the itemdesc.cfg file in which the houses are defined have to be edited. Then, you can simply place and use the "house" like any other multi in game.
If you dont want the house sign in your design, you'll have to tell one of those stone pavers, that it actually is a house sign
PS: I vaguely remember having read - don't ask me where - about a "static housing package", maybe this could help you? At least it may contain valuable hints, since static housing also differs from normal multi management.