I'm making a custom scenario, and it's proving to be difficult to troubleshoot my prefabs, since (1) they're packed in .json format, and (2) I can't open world editor in the scenario, even if I pause the physics. How was I supposed to make and import my prefabs in my scenario like this? And why is there virtually no up to date help on this? I have to go into the level editor to place object, pack the prefabs, then go back into my scenario to test them, and even after including them in my scenario.json file I can't even get the player's vehicle to spawn. Any help would be greatly appreciated.
Okay, let me see if I've got this straight. So, the issues you're having are that: You can't get the prefab to spawn into the level, other than in starting the scenario (at which point, for whatever reason, you're unable to open the editor to make changes), and That your player's car isn't spawning with the prefab. On point 1, I know there is a way to place .json prefabs from the editor, but it's a little unintuitive and it took me a while to figure it out for myself. Of course, it's telling that I can't recall exactly what it was that I did that made it start working. That said, the World Editor should never limit when you can open it as long as you're playing, regardless of whether there's a scenario running. As for point 2, I can think of at least a few reasons why a car wouldn't save into a prefab, but they're all super-obvious. To start with, are you using the Flowgraph Editor/Mission Editor, or are you doing it the old-school way using text editors and such (just covering my bases, some of the old tutorials are still kicking around)?
I'm using the old school method. I've tried some mods with the regular prefab file format and they seem to work fine. Why won't beam just me use the old prefab file format? And why is this whole process seemingly inconvenient by design?