Attaching Objects to VehiclesThis is where we get into the interesting stuff. Let's say you find an interesting prop. Like, say, this snowy digger bucket from the prologue,Let's throw this onto a vehicle and make a snowplow.First spawn a vehicle you want to customize. I'm going to use the Tipper dumptruck.Select the prop, and go to the next to last option in the Property Menu, Attachment Options. Select \"Attach to Something\" and then pick your vehicle out of the list of spawned entities.This will attach it to the dead center of the vehicle.We want it to be at the front, so we'll adjust the Y axis to move it forward, and the Z axis to get it at the right height. You can use the other axes to change its rotation.There we go.When you attach an entity to a vehicle or a pedestrian, you'll have your choice of Bones to attach them to. For Pedestrians, \"bone\" is meant fairly literally, like skull, arm, chest; for vehicles it means various component parts.The default bone is the Bodyshell. This is what your object will be attached to when you first attach it. To change bones, you can highlight \"Bone\" on the Attachment menu.Either press left or right to use it as a slider, or you can click on it to get a full list of Bones. The list is very comprehensive so there's no guarantee that all of them will work.I've made tons of these vehicles and 99% of the time I attach everything to the Bodyshell bone. You can adjust the position of your attachments all you want, so there's no need to select the part that's closest; just attach it to Bodyshell and move it where it needs to go (this also makes it easy to line up multiple items that you attach).Attaching objects to wheels will make them spin, and attaching objects to parts that break off (like a bumper) will make that entity fall off along with the part. Experiment around and see what's the best fit for your project.Let's look at how our snowplow turned out:Almost there. As you can see, the prop we've attached is too low and is clipping through the ground. \"Clipping\" is the term for a 3d object passing through another 3d object (in this case, the ground) when it shouldn't.The bucket looked fine in the picture above, so what happened As it turns out, vehicles get lower to the ground when a passenger is inside. So when you're attaching things to vehicles you should take that into account. I left this in because it's an example of how unexpected things can happen when you're playing around with Object Spooner. There's never a 100% certain way to do anything; you're modding, so you're pushing the game to do things it wasn't necessarily designed to. Expect the unexpected, and roll with it.When you attach an object to something it automatically becomes Non-Dynamic, regardless of whether the box is ticked in the Property Menu. Judging by the above gif, you might think the same thing applies to Collision, but that's not necessarily true. Attachments are very unpredictable when it comes to collision; sometimes collision will work, sometimes, it won't. You can head off uncertainty by turning off Collision once you've attached an object, but there may be some uses for it that make you keep it on, such as attaching a ramp to the front of a truck.You can also attach vehicles to other vehicles. This isn't something I have a lot of experience with, but a lot of modders love it. It allows you to take the styling cues of a larger vehicle and superimpose them over a smaller one. For an example of this, watch this guy's video tutorial:
I started typing in the names of all the ydr models into object spooner's custom input field and voila, they would spawn right in front of me. yft models are also spawnable. (You DON'T need to type in the .ydr and .yft extensions).Everything I wrote in the post above about interior props applies to these things as well. As long as your character is in the right portion of the map when you spawn them, they can be moved to any other part of the map and saved there. So if you set your CD-Image Loading Coordinate you can essentially take any interior and move it anywhere else.There's one catch though, and it's a big one: these objects have no collision. Unless you want to use something purely as decoration, you're going to have to make what I call \"fake collision,\" which is spawning objects in the same place so that they will provide collision, and making them invisible. This is pretty easily done for floors and large walls, but doing a full interior is quite an undertaking. The UFO Interior, which I made with this method, is large and mostly empty, but it still took me forever to create collision for it, simply because it's circular, and there is no easy way to create rounded walls.The best large props for making large floors, in my experience:prop_huge_display_01prop_billboard13For more detailed examples, simply download one of my maps like the UFO interior and look through the Entity Database to see what I used.Another catch is that there are lots of parts to these maps. You can see above how many parts there are for the Motel, and that's just a small room. Furthermore these props don't all just line up neatly when attached to the same coordinate. I recommend using the shell as a base, then attaching all these objects to it, then adjusting their offsets until they fit. They usually will only (\"only\") require you to adjust down to a hundredth of a point.While these maps come in multiple pieces, these pieces will still usually be pretty large. They're more like layers than jigsaw puzzle pieces. This makes them somewhat challenging to integrate into your own creations. For example I used many of the paintings from the Customizable Apartments in my Loft Apartment map, but I had to work around the fact that most of these paintings spawned in groups, and if I wanted something on one wall, I had to deal with the painting that would spawn on the opposite wall of the original apartment at the same time.Now, if you're trying to recreate an interior entirely somewhere else, beware that a) lighting may not spawn at all, and if it does it may look completely wrong. There are a lot of complex things like light blockers and reflection blockers that affect how light from the outside world interacts with an interior, and they're not always spawnable. Sometimes they don't even exist, because an interior was only made to be seen during a cutscene that happens at a certain time of day.Another thing about lights; when you move them from one place to another, usually over a long distance, they'll stop working. Just copy them after you move them and delete the original. The copy should work fine, and, if you save it, keep working when you load the map later.One thing you'll notice in some interiors is that there is a \"duct\" or \"dt\" or \"ducttape\" file. This is a large, brightly colored shell that fits around the map, except for its windows. Its purpose is to do all those light blocking and reflecting things I mentioned, kind of like you'd wrap something in duct tape to make sure it's secured.Some maps don't have this, and you'll notice that when you spawn them out in the open, they'll look very saturated in light, as if the walls are made of paper with a light behind it. light will get in at little cracks and generally illuminate the whole thing in a way that doesn't happen with the original. To remedy this, you have to put the map inside a building. Any building will usually suffice, as long as it's large enough. Weirdly, putting the map underground doesn't work for this. Earth/grass/rocks will not block light, but buildings will.Speaking of buildings, this isn't just limited to interiors, either. You can spawn entire buildings, sections of grass, landscape, anything really. The UFO interior wasn't listed in the directory of interiors, it was just a large prop I found in one of the Hollywood neighborhood folders.
Closest Appropriate Action - Remember when I mentioned in the Pedestrian Basics post that there was a way to make your peds sit down such that they could actually get up and run away when frightened This is it. Spawn a ped next to a chair and set this task (it should probably be the only one you set for that character), and they will spawn in performing a scenario appropriate for that prop, such as sitting in a chair, laying back on a deck chair, etc. You'll have to see which props work with which action; my advice is to look around the game world and see what actions ambient pedestrians are making on which prop. Then select the prop in spooner mode to get its prop ID, add it as a favorite, and use it later. This is still relatively new and may have some hitches. For instance those peds that spawned automatically in the chairs I placed at the end of the very first post Sometimes those guys will show up even before your pedestrian is warped into the chair you've spawned (seat-stealing bastards!) and your spawned ped will simply off to the side. I haven't yet figured out how to counteract this, but it doesn't happen all the time or even most. Just something to look out for.Animations - this tool is mostly useful for interspersing animations among other tasks such as patrol. At this point it is not precise enough to string together animations for movie making. The time increments are too large, and even when the xml file is edited to play each animation for its exact length (in milliseconds) there is still an awkward gap between animations. It hasn't been tested to do this so for the time being the best tool for this function is Scene Director by elsewhat.Change Opacity - this can be useful for a kind of \"sleight of hand\" in constructing interesting map situations. You could have a plane with rubble props preattached to it crash into the ground, then have the rubble props set to change their opacity from 0% to 100% around the time it would impact (and add a dust cloud via triggerfx to hide the transition). That's just an idea off the top of my head that I never had time t