PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Damn... The cvar possibilities...
Start players off with a custom infection that blurs vision every 7 days and only by drinking the blood of cop zombies while standing in the sun returns your sight...

Ooh, onBloodmoon would be cool.
Now make a World of Darkness (or more specifically Vampire: The Masquerade) adaptation of the game in the medieval era, since you already have your medieval mod :3

 
I have no complaints at all. Thank you
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Ok, so obviously I've only had a cursory glance at that code, but would it now be possible to have a passive effect that adds a buff to the player entity when the item is EQUIPPED?

So like... putting on a pair of running shoes makes you run faster, as an example.

 
Well I used the shoes as an example.

What I'm ACTUALLY thinking of is making the hazmats suits actually work properly vs my current custom radiation buff. That currently works like infection vs antibiotics.

 
Yah, I was thinking requirement.Probably one for daytime in seconds, another for weekday.

That should cover all uses.

Werewolves will have to wait until we actually have phases of the moon. =)

No need.

An item can just HAVE the effect.
Yes to the onTime stuff.

 
Probably. But we wouldn't want players falling off the edge of the world so you won't see that ingame. =P
There better be a rad zone still there when I boot up A17... :p

- - - Updated - - -

Totally doable.
Fantastic.

Now, how many times am I going to absolutely break the game before I get it working...

I'm going to need a LOT of coffee.

 
The day/hour based triggers are probably something we want to put in though. I can see uses for that and the bloodmoon trigger. If not for us, then definitely for modders and full conversions. If not a trigger than definitely a Requirement. A Requirement might actually be a better way to implement something like time since we wouldn't want triggers firing off constantly because the time is changing.
Either way, anything missing can be added at any point. These things don't affect saves in any way, shape, or form. So no worries if anyone thinks up something that we don't have. We're getting there. :)

Also, I suggest being very nice to Gazz as he can now implement all kinds of mean things if he so desires. ;)
hmmm...

@Gazz..

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I'm totally fine with reactor rooms of oh god why. ;)

Here's a thought.

Will we get the ability to apply custom tint's to terrain blocks? You can currently do it to some workbenches in A16 now, and it would be nice to be able to do it to some of the terrain blocks (snow, ice and the one used in the wasteland come to mind).

Also, ability to make our own biomes? ;)

 
Well part of the reason for posting here was to show everyone that what they are seeing in the preview videos doesn't do justice to the amount of changes made this release. The under-the-hood changes are massive and that needed pointed out to some.
The info-dump was appreciated, should keep us amused for a while :-)

 
Awesome ~ lov this new list; better than any video :)

ONE QUESTION, what about a "onDeath" option?

I dream about a mod that let a zombie spawn instead of a bag after death ^^

 
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