Custom structure and scenarios - AndroidQuazar/VanillaExpandedFramework GitHub Wiki
First, you need to export your own structures. Then add the following ScenPart to your scenario:
<li Class="KCSG.ScenPart_AddStartingStructure">
<def>VFEC_AddStartingStructure</def>
<structureLabel>An abandoned factory</structureLabel>
<nearMapCenter>True</nearMapCenter>
<chooseFrom>
<li>VFEM_Factory1</li>
<li>VFEM_Factory2</li>
<li>...</li>
</chooseFrom>
</li>
- You can modify the
structureLabel
with your own text. It will be showed on the scenario page:
- You can change
nearMapCenter
to false, in that case, the game will choose a free place to spawn the structure on the map. - Add your own
StructureLayoutDef
inchooseFrom
, no limit in the amount. - Add
<spawnPartOfEnnemyFaction>true</spawnPartOfEnnemyFaction>
if you want the structure to be owned by a random hostile faction. - Add
<spawnConduits>false</spawnConduits>
if you don't want conduit to be spawned under every impassable/doors. Useful when you already placed conduit in your structure, and want the player to repair the net himself.
It can also be used to spawn starting pawns and equipments. In some cases, you might want to spawn pawns in a specific room of your structure. In that case, you will need to:
- Set
nearMapCenter
totrue
- Add
<spawnTheStartingPawn>true</spawnTheStartingPawn>
That's it for the ScenPart itself. Now we need to edit the structures layouts referenced in chooseFrom
. We can add spawn points to them. These are calculated from map center:
| -1,-1 | 0,-1 | 1,-1 |
| -1, 0 | 0, 0 | 1, 0 |
| -1, 1 | 0, 1 | 1, 1 |
Now add them to the StructureLayoutDef
using:
<KCSG.StructureLayoutDef>
...
<spawnAt>
<li>0,0</li> <!-- Map center -->
</spawnAt>
</KCSG.StructureLayoutDef>