PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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The "My Pants are Tight" buff...

Oh and as a side note...ANYONE interested at all in working with Unity...Right now on Humble bundle...for a mere $15 , you can get a number of completely amazing assets to work with...go check it out , expires in 2 days!
Totally bought the crap out of it as soon as it went live.

Handy for something I'm working on. :)

 
Wow. Just Wow. Thats a nuke drop.

I can see everything from batman to sonic the hedgehog happening.

@Kin/Gazz/Faatal

I noticed that there was also the usual vehicle vars, but exposed in the xml....

Does this mean we could possibly add in vehicles and make a "7 Days to Die Horizon" style mod?

 
Part 1 of 2
Ladies and gents. With all the talk of how long this alpha has taken I thought I would take the time to show you a snippet of how the new buff/item/progression/mod system works. You'll find that the backend has grown exponentially as far as functionality and ability to create from just xml.

Here is a list of events usable on items/buffs/progression(perks,skills,attributes)/and item mods:

onSelfBuffStart,

onSelfBuffUpdate,

onSelfBuffFinish,

onSelfBuffRemove,

onOtherDamagedSelf,

onOtherAttackedSelf,

onOtherHealedSelf,

onSelfDamagedOther,

onSelfAttackedOther,

onSelfHealedOther,

onSelfDamagedSelf,

onSelfHealedSelf,

onSelfKilledOther,

onOtherKilledSelf,

onBlockKilledSelf,

onSelfKilledSelf,

onSelfPrimaryActionStart,

onSelfPrimaryActionRayHit,

onSelfPrimaryActionEnd,

onSelfSecondaryActionStart,

onSelfSecondaryActionRayHit,

onSelfSecondaryActionEnd,

onSelfRepairBlock,

onSelfPlaceBlock,

onSelfUpgradedBlock,

onSelfDamagedBlock,

onSelfDestroyedBlock,

onSelfHarvestBlock,

onSelfHarvestOther,

onOtherEnteredRange,

onOtherLeftRange,

onSelfEquipStart,

onSelfEquipStop,

onReloadStart,

onReloadUpdate,

onReloadStop,

onSelfFirstSpawn,

onSelfRespawn,

onSelfLeaveGame,

onSelfEnteredGame,

onSelfTeleported,

onSelfJump,

onSelfLandJump,

onSelfRun,

onSelfWalk,

onSelfCrouch,

onSelfStand,

onSelfAimingGunStart,

onSelfAimingGunStop,

onSelfCrouchRun,

onSelfCrouchWalk,

onSelfSwimStart,

onSelfSwimStop,

onSelfSwimRun,

onSelfSwimIdle,

onSelfHoldingItemCreated,

onSelfItemCrafted,

onSelfItemRepaired,

onSelfItemLooted,

onSelfItemLost,

onSelfItemGained,

onSelfItemSold,

onSelfItemBought,

onPerkLevelChanged,

The ones with Hook Up are easy to put in, was just waiting to see if we will use them or if there will be fun uses for modders.

But wait, that's not all! Here is a list of the PassiveEffects usable on any item/skill/perk/etc.

ITEM EFFECTS

EntityDamage,

EntityHeal,

BlockDamage,

BlockRepairAmount,

DamageModifier,

DegradationPerUse,

DegradationMax,

MagazineSize,

DamageFalloffRange,

MaxRange,

BlockRange,

WeaponHandling,

IncrementalSpreadMultiplier,

BurstRoundCount,

RoundRayCount,

RoundsPerMinute,

AttacksPerMinute,

ExplosionRadius,

ModSlots,

ModPowerBonus,

SpreadMultiplierHip,

SpreadMultiplierAiming,

SpreadMultiplierRunning,

SpreadMultiplierWalking,

SpreadMultiplierCrouching,

SpreadMultiplierIdle,

SpreadDegreesVertical,

SpreadDegreesHorizontal,

KickDegreesVertical,

KickDegreesHorizontal,

SphereCastRadius,

PhysicalDamageResist,

ElementalDamageResist,

Tier,

LightIntensity,

VehicleDamagePassedToPlayer,

VehicleSteering,

VehicleMaxSteeringAngle,

VehicleAcceleration,

VehicleBraking,

VehiclePlayerStaminaDrainRate,

VehicleMaxSpeed,

VehicleMetersPerLiter,

VehicleIdleSecondsPerLiter,

VehicleNoise,

VehicleTraction,

VehicleDrag,

VehicleTankSize,

VehicleStorageWidth,

VehicleStorageHeight,

BatteryMaxLoadInVolts,

BatteryDischargeTimeInMinutes,

DistractionResistance,

DistractionRadius,

DistractionLifetime,

DistractionStrength,

DistractionEatTicks,

ProjectileVelocity,

RecipeTagUnlocked,

EconomicValue,

PLAYER EFFECTS

AttributeLevel,

SkillLevel,

PerkLevel,

SkillExpGain,

PlayerExpGain,

NoiseMultiplier,

LightMultiplier,

CraftingTime,

CraftingTier,

CraftingOutputCount,

ActiveCraftingSlots,

CraftingSlots,

CarryCapacity,

RepairTime,

RepairAmount,

ReloadSpeedMultiplier,

WaterRegenRate,

HealthMax,

HealthMaxModifierOT,

HealthChangeOT,

HealthGain,

HealthLoss,

HealthLossMaxMult,

StaminaMax,

StaminaMaxModifierOT,

StaminaChangeOT,

StaminaGain,

StaminaLoss,

StaminaLossMaxMult,

FoodMax,

FoodChangeOT,

FoodGain,

FoodLoss,

FoodLossPerHealthPointLost,

WaterMax,

WaterChangeOT,

WaterGain,

WaterLoss,

WaterLossPerHealthPointGained,

WaterLossPerStaminaPointGained,

JumpStrength,

WalkSpeed,

RunSpeed,

CrouchSpeed,

Mobility,

ScavengingTime,

ScavengingTier,

ScavengingItemCount, //Hook Up

HarvestCount,

DismembermentBaseChance,

DismembermentBonus,

TreasureRadius,

BreathHoldDuration,

Bartering,

SecretStash,

QuestBonusItemReward,

QuestTierBonus,

QuestlRewardChoiceCount,

CriticalChance,

BuffProcChance


Now that you have a nice list of possibilities you should also know that you can create and modify any new variable you like. These are called CVars and allow you to store a single float value from anywhere to be used anywhere else. These are attached to each entity.

There are also Actions that go along with the events. These come in many flavors showing some below:

*note that [target] can be self, other, self_aoe, and other_aoe, also not that any [value] (including passive effects) can be a number, randomInt(#,#), randomFloat(#,#), or a cvar using '@CvarName'

Animation Actions:

AnimatorSetFloat [target] [property] [value]

AnimatorSetInt [target] [property] [value]

AnimatorSetBool [target] [property] [value]

AnimatorFireTrigger [target] [property] [value]

AnimatorResetTrigger [target] [property] [value]

Buff Actions:

AddBuff [target] [buff]

RemoveBuff [target] [buff]

RemoveAllNegativeBuffs - removes any buff with a damageType

CVar Actions:

ModifyCVar [target] [cvarName] [operation(add,sub,mult,div,set)] [value(#,@cvar,randomInt{#,#},randomFloat{#,#})]

DebugActions:

CVarLogValue [target] [cvarName] - outputs the value of a cvar to console

LogMessage [message] - Logs a message to console

EntityActions:

DoRagdoll [target] [duration]

AttachParticleEffectToEntity [target] [particleName] [parent_transform] [local_offset] [local_rotation]

RemoveParticleFromEntity [target] [particleName]

AttachPrefabToEntity [target] [prefab] [parent_transform] [local_offset] [local_rotation]

ItemActions:

AttachPrefabToHeldItem [target] [prefab] [local_position] [local_rotation]

ScreenEffectActions:

SetScreenEffect [target] [screenEffectName] [intensity]

SoundActions:

PlaySound [target] [sound] [local_only] [play_in_head_only]

StopSound [target] [sound]

FadeOutSound [target] [sound]

StatActions:

ModifyStat [target] [stat] [operation] [value]
Thank you for this Kin. I've filed for divorce earlier today in prep for A17. The wife(well now ex) thanks you because now it frees her up to "experience life" whatever that means.

Oh btw, you guys have any couches available at the Pimps HQ? Asking for a friend.

 
I do worry though in A16 I get bored around char lv 50-60 or so, does A17 have anything midgame/late game to do now? Thats actually worth doing?
If there is ever anything that needed to be in this or the next update it is something to do at end game. My friends and I love this game right up until we run out of new stuff to do and it becomes repetitive. Starting over is only exciting so many times. just my 2¢

 
But seriously, I cant see the spoilers in kins post from my phone. So I am a bit in the dark on the details.
Most mobile browsers have an option to view the desktop version of the site. I'm on my phone most of the time, and I see everything just fine if I switch to desktop site.

 
If there is ever anything that needed to be in this or the next update it is something to do at end game. My friends and I love this game right up until we run out of new stuff to do and it becomes repetitive. Starting over is only exciting so many times. just my 2¢
With the new modding potential, I'm sure there'll be plenty of modded content for endgame stuff.

 
Thank you for this Kin. I've filed for divorce earlier today in prep for A17. The wife(well now ex) thanks you because now it frees her up to "experience life" whatever that means.
Oh btw, you guys have any couches available at the Pimps HQ? Asking for a friend.
I got one at my house, and there's a PC in the living room perfect for modding.

Plus the wife is used to me doing it so I'm sure she wouldn't mind another crazy modder in the house. ;)

 
Thank you for this Kin. I've filed for divorce earlier today in prep for A17. The wife(well now ex) thanks you because now it frees her up to "experience life" whatever that means.
Oh btw, you guys have any couches available at the Pimps HQ? Asking for a friend.
Sphereii is accepting applications for his house; he's in Canada, so you also have the benefit of legal weed.

 
Thank you for this Kin. I've filed for divorce earlier today in prep for A17. The wife(well now ex) thanks you because now it frees her up to "experience life" whatever that means.
Oh btw, you guys have any couches available at the Pimps HQ? Asking for a friend.
Gazz has a spare cot. It's cold there, so bring extra blankets. (You could use a heat buff. I hear it is easy to mod now.)

 
Gazz has a spare cot. It's cold there, so bring extra blankets. (You could use a heat buff. I hear it is easy to mod now.)

Sphereii is accepting applications for his house; he's in Canada, so you also have the benefit of legal weed.

I got one at my house, and there's a PC in the living room perfect for modding.
Plus the wife is used to me doing it so I'm sure she wouldn't mind another crazy modder in the house. ;)
EXCELLENT. Now all we need is a cam, some fancy UI and we can totally do a travelling "Modder House" type live stream. Sorry Guppy but it DOES require pants. Well, at least when the cam is on ;)

 
EXCELLENT. Now all we need is a cam, some fancy UI and we can totally do a travelling "Modder House" type live stream. Sorry Guppy but it DOES require pants. Well, at least when the cam is on ;)
Just use a picture of Blinky from Pac-Man to represent me.

- - - Updated - - -

Gazz beat me to it.
in the case of shoes that make you run faster though you would just use the RunSpeed passive effect on the item and if it's worn, it's active. You can also have shoes that make you jump higher, take less damage, attack faster, you name it.

Melee uses AttacksPerMinute for it's attack speed, ranged uses RoundsPerMinute. Both can be turned up and down.
Magic items galore in Medieval Mod. Guppy might stroke out.

 
Yah, I was thinking requirement.Probably one for daytime in seconds, another for weekday.
So, you and Ken have the idea, to allow a trigger, be preset to a specific time tick, that then checks for predescribed condition,

If check is true, then there is either an active of a passive conditional response. If that is what you are proposing, then thank you once again. Busy theoretically daisychaining conditioned cascading responses.

 
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Part 1 of 2
Ladies and gents. With all the talk of how long this alpha has taken I thought I would take the time to show you a snippet of how the new buff/item/progression/mod system works. You'll find that the backend has grown exponentially as far as functionality and ability to create from just xml.
Kinyajuu, will we can has event when character to be on ladder?

Is there any action to force the player to drop what he holds in his hands?

 
Part 2 of 2
Now, after all of these confusing terms and definitions, I think it's time to show what one of the buffs look like. :)
Snip snip all the nice stuff!

This is great! See this is the kind of information which is wonderful to share with the community, suddenly "buff system rework" as a one liner feature which doesn't tell much, turn into "Yikes, riot shields! Laser sights! Amazing!" positive views.

Thanks for sharing!

 
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