Yakuzashi Posted October 22, 2020 Share Posted October 22, 2020 Hi. I have got something like this and I am wondering how to spawn prefabs in amounts larger than 1. My line looks like this: SpawnPrefab("...").Transform:SetPosition(...) Thanks in advance. Link to comment https://forums.kleientertainment.com/forums/topic/122655-spawnprefab-in-amounts-greater-than-one/ Share on other sites More sharing options...
Maxposting Posted October 22, 2020 Share Posted October 22, 2020 (edited) c_spawn("lecodename",amount).Transform:SetPosition(...) Edited October 22, 2020 by __IvoCZE__ 1 Link to comment https://forums.kleientertainment.com/forums/topic/122655-spawnprefab-in-amounts-greater-than-one/#findComment-1382505 Share on other sites More sharing options...
Yakuzashi Posted October 22, 2020 Author Share Posted October 22, 2020 @__IvoCZE__ Thanks. I thought "c_spawn" is used only through the in-game console. Link to comment https://forums.kleientertainment.com/forums/topic/122655-spawnprefab-in-amounts-greater-than-one/#findComment-1382508 Share on other sites More sharing options...
Thomas_klei Posted October 22, 2020 Share Posted October 22, 2020 wait you can use it like that? does it work? Link to comment https://forums.kleientertainment.com/forums/topic/122655-spawnprefab-in-amounts-greater-than-one/#findComment-1382515 Share on other sites More sharing options...
Yakuzashi Posted October 22, 2020 Author Share Posted October 22, 2020 Yep. I am surprised Link to comment https://forums.kleientertainment.com/forums/topic/122655-spawnprefab-in-amounts-greater-than-one/#findComment-1382516 Share on other sites More sharing options...
Hornete Posted October 22, 2020 Share Posted October 22, 2020 7 hours ago, Yakuzashi said: Yep. I am surprised That line Ivo posted will only make the first entity spawned set its position, all other entities will go to 0, 0 Something like this would be better for i = 1, count do --replace count with number of entities you want SpawnPrefab("").Transform:SetPosition(...) end 1 1 1 Link to comment https://forums.kleientertainment.com/forums/topic/122655-spawnprefab-in-amounts-greater-than-one/#findComment-1382870 Share on other sites More sharing options...
Yakuzashi Posted October 23, 2020 Author Share Posted October 23, 2020 (edited) I am trying to replace logs with living logs upon spell cast, but my Frankenstein function turns every log in area into just 1 living log. local function detransformer(inst) local owner = inst.components.inventoryitem.owner local livinglog = SpawnPrefab("livinglog") local pt = inst:GetPosition() local range = 10 local ents = TheSim:FindEntities(pt.x,pt.y,pt.z,range) for _,ent in ipairs(ents) do if ent.prefab == "log" and ent.components.stackable and ent.components.stackable.stacksize == 20 and not owner.components.inventory:Has("log", 1) then local x,y,z = ent.Transform:GetWorldPosition() for i = 1, 20 do livinglog.Transform:SetPosition(x, y, z) end ent:Remove() end end end The: Quote for i = 1, count do --replace count with number of entities you want SpawnPrefab("").Transform:SetPosition(...) end part doesn't work and I don't know what I did wrong. Sorry for my lack of knowledge Edit: c_spawn() works good, but it spawns prefabs at the mouse pointer location Edit2: I am an idiot I shouldn't use local livinglog = SpawnPrefab("livinglog") Edited October 23, 2020 by Yakuzashi edit Link to comment https://forums.kleientertainment.com/forums/topic/122655-spawnprefab-in-amounts-greater-than-one/#findComment-1383067 Share on other sites More sharing options...
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