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Prefab Creation

a - Prefab Création

Open a custom world, drag and drop your XOB on your view port.

Capture d'écran 2024-12-17 164049.png

Take your generic entity en drag and drop on your ressource browser and give it a name like building_base

Capture d'écran 2024-12-17 164136.png

b - Add Component

Edit your prefab and on object properpy :

  • Right clic on Generic entity--> change class --> SCR_destructibleBuildingEntityCapture d'écran 2024-12-17 164530.png
  • Check Relative Y and verify when "is building" was check
  • Add RplComponent, Hierarchy, WorldSubsceneComponent
  • Add RigidBody and check "Static" and "Model Geometry"
  • Save and your building is RIGHT

c - Add probeVolume

The volume probe allows you to have darkened buildings. To add more, simply search for “probe” and add it directly as a child in the building tree.

Capture d'écran 2024-12-17 165146.png

d - Add furniture

An empty building is fine, but a building full of supplies is better! Following the nomenclature, there's the empty “building_base” with a prefab inside, usually called “building_furniture”.

To do this, open a custom world, drop the prefab into the viewport, then add a genericentity in the viewport's tree at coordinates 0.0.0.

Capture d'écran 2024-12-17 170020.png

Capture d'écran 2024-12-17 170130.png

Then all the objects you place in the viewport must be put in the genericentity like this.

Capture d'écran 2024-12-17 170444.png

Then select the generic entity, move it to your building's resource browser and give it the name building_furniture.

Capture d'écran 2024-12-17 170627.png

Duplicate your batiment_base and give it the name of the building --> edit it

Finally, move the building_furniture into the building tree, as the generic entity was at coordinates 0.0.0, the furnitures will be in the same place where you placed them.

Capture d'écran 2024-12-17 170924.png