PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Very nice update with the triggers and events. Obviously they are a great gift for the modding community, but I am wondering how they are being used in the vanilla game?

I've heard something to the effect of having a broken arm, but are there more features like this?

 
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Ladies and gents.
Hey Kinyajuu! Great write up!

I was wondering if there is a way to identify a source

type or target type of buff/effect with these changes.

For example, say I want a mod where we have something called Zombie fire. Where it does severe damage to a zombie, but weak or no damage to a player.

Or I want to have a mod that tracks griefing players. Where a load a variable called playerNameKilledBy and count how many times that player killed me. So if Joe kills me, I get a buff called joeKilledBy and increment the counter by one. Then add another timer buff that reduces the count of joeKilledBy by one every 30 seconds or something.

If joeKilledBy gets to a count of 5, he's a griefer, and Joe gets stunned for two minutes.

And so on and so on.

This was one of the things I had hoped most out of the buff overhaul. Being able to identify what generated the buff/effect/damage and by name of entity and type of entity.

 
It's in there, just named a bit differently so you know how you died too.
onOtherKilledSelf,

onBlockKilledSelf,

onSelfKilledSelf,
Is it possible to wrap all of these events into a single OnDeath event? For those instances where you don't care how the death happened, but want to apply something in any of those cases and not add it to three different events?

 
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.


I hate to be "that guy" but I am impressed simply the ability for running shoes to make me run faster and jump higher is enough. I assume I could make it so i don't tire out as easy when running too.

I don't need to even think about the rest, but wow.

Give me a 2 block vertical leap and 25% speed buff and 50% stanima drain while running and I could really have some fun.

Possibly even make a sonic trap that can trigger a 20x20 M area and make zombies move at 50% speed :) that sounds very exciting.

 
Roland,

If you shoot a sleeper vulture with a bow while in stealth, do the others stay sleeping? Answering with a video of you trying would be welcome. :) Thanks for sharing the pics.

 
I hope you can implement interaction with objects like chairs, bed, etc. Then maybe be able to add a buff when you are interacting wit these objects like faster stamina/hp regen. Faster crafting speed when interacting with or around workbenches. I would also suggest players be able to reactivate beds/bedrolls. I hate putting up a nice big bed on my base and having to place a bedroll because placing one replaces my respawn place.

 
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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.
Hell yes! Great work.

 
i have been around some time now. but i still do not understand a lot. example: what is UI or AI or XI ... excuse my dumbness. but this may be funny:tickled_pink:

 
uh...that's Diersville and it has been in that spot since the very beginning. ;)
But map has changed still) Snow was much futhrer from city and abandoned house after crossroad was in forest (I know that for sure cuz my last fortress was at place of that house and it was frustrating due to house being always rendered until really close despite being long time destroyed).

Plus military tents on the very left were in forest too, not in snow.

 
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