Make category available?

Started by Evul, June 19, 2014, 10:03:46 AM

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Evul

I've been trying to make it possible to make the Weapon category shown in the Equipment rack. Anyone that have experience handling categories?

<?xml version="1.0" encoding="utf-8" ?>
<Buildings>


<ThingDef Name="BuildingBase" Abstract="True">
<category>Building</category>
<soundBulletHit>BulletImpactMetal</soundBulletHit>
<selectable>true</selectable>
<drawerType>MapMeshAndRealTime</drawerType>
<surfaceNeeded>Light</surfaceNeeded>
<constructionEffect>ConstructMetal</constructionEffect>
<repairEffect>Repair</repairEffect>
</ThingDef>

  <ThingDef ParentName="BuildingBase">
    <defName>EquipmentRack</defName>
    <eType>BuildingComplex</eType>
    <label>Equipment rack</label>
    <thingClass> Building_EquipmentRack</thingClass>
    <texturePath>Things/Building/Furniture/EquipmentRack</texturePath>
    <altitudeLayer>Waist</altitudeLayer>
    <passability>Impassable</passability>
    <castEdgeShadows>true</castEdgeShadows>
    <maxHealth>100</maxHealth>
    <flammability>1.0</flammability>
    <description>Haulers carry equipment here for storage.</description>
    <size>(2,1)</size>
    <workToBuild>175</workToBuild>
    <costList>
      <li>
        <thingDef>Metal</thingDef>
        <count>30</count>
      </li>
    </costList>
    <overdraw>true</overdraw>
    <killedLeavings>
      <li>
        <thingDef>DebrisSlag</thingDef>
        <count>1</count>
      </li>
    </killedLeavings>
    <filthLeavings>
      <li>
        <thingDef>SlagRubble</thingDef>
        <count>2</count>
      </li>
    </filthLeavings>
    <fixedStorageSettings>
      <priority>Important</priority>
      <allowances>
        <categories>
          <li>Weapons</li>
        </categories>
      </allowances>
    </fixedStorageSettings>
    <inspectorTabs>
      <li>ITab_Storage</li>
    </inspectorTabs>
    <designationCategory>Furniture</designationCategory>
    <staticSunShadowHeight>0.5</staticSunShadowHeight>
    <itemSurface>true</itemSurface>
    <designationHotKey>I</designationHotKey>
  </ThingDef>

</Buildings>

Evul

#1
I solved my problem made them all deactivated. Release of that will be in Project Armory in 2 min.

http://ludeon.com/forums/index.php?topic=1950.msg41006#msg41006