PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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That's like the third/fourth time somebody has referenced that this weekend. Maybe we should pin it to the fron...
Damn.
If only there was a simple key combination you could use to search the front page for keywords...

 
You can add a spring to the requirements for crafting a pistol :)
yup Realistically...

Short pipe

Forged Iron

Spring

Book

Duct Tape

But Mechanical parts makes the gun harder to craft... plus gives incentive to not just scrap metal the TV's and appliances but to wrench them for the other deeper components...

BTW...

PRO tip: Wrench a brass light 2-3 times first for the other components then axe it for the brass.

 
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Not sure what optimizing you are talking about but I'll answer your question. "Yes." There is your answer. Any optimizing was done to add more graphics and get more FPS. What exactly did you think the answer would be? "No, we just optimized from boredom. We don't want to add more graphics and hope the FPS goes down anyway."???
..but his question had "or" in the middle so the answer would actually be "both" not "yes/ no" :tickled_pink:

 
1380883511_760338662.gif

JOEL, Can we ever get a flickering light in the game???




It's so atmospheric, especially in old buildings.

It's also logical when:

- the fuel in the generator ends

- the generator operates at the power limit

- the powerbank is discharged

- powerbank has poor quality

- the light is old and ♥♥♥♥ed up
i like this idea also when you enter house and see the chimney with the fire it should flash some light as well like a fire ;)

 
i like this idea also when you enter house and see the chimney with the fire it should flash some light as well like a fire ;)
Yes, some slight brightness variation i.e. "flicker" effects on campfires and torches could be nice if done well, flickering i.e. completely off and on for old lights with connection issues, and dimming for low-power lights could all be awesome to have and to help give better ambience. Each of these are different kinds of light effects, mind you, but all could have their place.

 
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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]
Wonderful stuff there, this is THE feature of A17 by a wide margin.

Two questions about CVars:

1) the target "other" means the other in onSelfDamagedOther. But does it also mean the block in onSelfPlaceBlock for example, or the item in onSelfItemGained ?

2) In ModifyCVar you have a target specifier. Can you also specify a target when using the @CvarName as a [value] ? If yes, in the case of multiple targets is that value then the average, the max, min, always 0, just a random one or can it be specified?

 
Yes, some slight brightness variation and flicker effects on campfires and torches could be nice if done well, flickering for old lights with connection issues, and dimming for low-power lights could all be awesome to have and to help give better ambience. Each of these are different kinds of light effects, mind you, but all could have their place.
oh yeah.

 
1380883511_760338662.gif

JOEL, Can we ever get a flickering light in the game???




It's so atmospheric, especially in old buildings.

It's also logical when:

- the fuel in the generator ends

- the generator operates at the power limit

- the powerbank is discharged

- powerbank has poor quality

- the light is old and ♥♥♥♥ed up

:)
 
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