Survager
Tester
And also the study of buildings will be much scarier and more atmospheric)That would be awesome and you’d know when your gene died lol
And also the study of buildings will be much scarier and more atmospheric)That would be awesome and you’d know when your gene died lol
If only there was a simple key combination you could use to search the front page for keywords...That's like the third/fourth time somebody has referenced that this weekend. Maybe we should pin it to the fron...
Damn.
yup Realistically...You can add a spring to the requirements for crafting a pistol![]()
..but his question had "or" in the middle so the answer would actually be "both" not "yes/ no" :tickled_pink: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."???
Or you about to attacked. Come man, rule 2 in horror.That would be awesome and you’d know when your gene died lol
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![]()
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
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.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![]()
Wonderful stuff there, this is THE feature of A17 by a wide margin.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]
oh yeah.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.
![]()
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
You mean flickering? We have that effect with torches and camp fires.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![]()
Huh?do you think that you need a 2nd post anytime at the a17 history to arrcording all of the timeline??? :chuncky: :chuncky: :chuncky:
yeah, we have "flickering" already, but I hope that the lights we install as players wont do that all the time (without a good reason), hopefully its just pois.There, now that's settled. lol.