How to use worldCommunityRegistry and worldCompiledCommunity
This page describes how to use worldCompiledCommunityAreaNode and worldCommunityRegistryNode
Last updated
This page describes how to use worldCompiledCommunityAreaNode and worldCommunityRegistryNode
Last updated
Published: Nov 10 by Last documented update: Dec 4 by
If you want to learn about Quests, 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 NodeRef
before
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 id
of 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