Prefab-Editing - Inheritances (QSF)

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  • Information about prefab editing with inheritances.
    Each prefab from the categories "vehicle" and "person" inherits from a certain original prefab. This is done by the manual insertion with a text editor of two lines in the "qsf :: MetadataComponent".


    For civil cars:
    "Prefab": "3675000",
    "Prototype": "2463745721",


    For road vehicles of the player:
    "Prefab": "1650",
    "Prototype": "2463745720",


    For helicopters of the player:
    "Prefab": "29238",
    "Prototype": "2463745731",


    For ships / boats of the player:
    "Prefab": "29239",
    "Prototype": "2463745732",


    For civil persons:
    "Prefab": "3675001"
    "Prototype": "2068173345",


    For player units:
    "Prefab": "1648",
    "Prototype": "206817334",


    Components and values that apply to all types of prefabs are entered in the original prefabs instead of being copied to any certen prefabs.


    For civil cars:
    [...]\prefab\vehicle\civil_roadvehicle.json


    For road vehicles of the player:
    [...]\prefab\vehicle\unit_roadvehicle.json


    For helicopters of the player:
    [...]\prefab\vehicle\unit_helicopter.json



    For ships / boats [b]of the player:
    [...]\prefab\vehicle\unit_boat.json


    For civil persons:
    [...]\prefab\person\civil_person.json


    For player units:
    [...]\prefab\person\unit_person.json


    The prefabs are to be defined as lean as possible. Components / Properties that are already defined in the original prefabs are not repeated in certain prefabs. Components are only included if they are not defined in the original prefab or at least one property of the inherited component is overwritten.


    This facilitates an automatic apply of changes from the original prefabs and lowers the frequency of necessary "Reset to prefab" calls.