How to use worldCommunityRegistry and worldCompiledCommunity
This page describes how to use worldCompiledCommunityAreaNode and worldCommunityRegistryNode
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This page describes how to use worldCompiledCommunityAreaNode and worldCommunityRegistryNode
This guide explains the theory on how to setup communties, and how they tie into quests
For actually creating communities, it is recommended to instead follow the communities with Object Spawner guide
Published: Nov 10 by Sergey Last documented update: Dec 4 by Sergey
If you want to learn about Quests & Scenes, please check the corresponding section.
If you want to learn about World Editing, please check the corresponding section.
NodeRefs explained
ArchiveXL 1.17.0+
There are two types worldCompiledCommunityAreaNode and worldCompiledCommunityAreaNode_Streamable
The difference between them is only that worldCompiledCommunityAreaNode must be registered in AlwaysLoaded type of .streamingsector
worldCompiledCommunityAreaNode_Streamable can be registered in other types of .streamingsector (exterior/quest/etc)
Working with worldCompiledCommunityAreaNode and worldCommunityRegistryNode
In general, we are specifying in worldCompiledCommunityAreaNode all our spots where we want to spawn NPCs/etc by its entryName/phase.
For example in the quest Riders on the Storm CDPR reactivates all needed NPCs by their reference, entry name, and phase name.

Setup your Wkit project.
Create .questphase .streamingblock and .streamingsector files

Create archiveXL file and specify your .streamingblock and .questphase files

Create NodeRefs for worldAiSpotNode and worldCompiledCommunityAreaNode

Create worldAiSpotNode and its worldNodeData and assign created NodeRefbefore

Create worldCompiledCommunityAreaNode and its worldNodeData

Important:
- In the Node/area/entriesData we specify an entryName/phaseName/spotId(AiSpoNodeHash) so in the future, we can Activate/Reactivate/Deactivate its entities by these params
- sourceObjectId - it should match idof registry item
Create worldCommunityRegistryNode and its worldNodeData

Details about the registry:
Important:
communitiesData - there are we specifying the type of NPC its template, entryName, and all possible phases

workspotsPersistentData - there we are adding a new spot into the engine's global registry by the hash of our AiSpotNode

Trying to spawn:
I set the point in front of H10 V's apartment so we should see Panam spawning once we send a command. To do so we need to create a few nodes in our .questphase
In our .xl file, we set that.questphase will trigger whenever we enter the apartment.



Then you can deactivate/reactive with SpawnManager
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