NBornkilla 5 Posted September 17, 2018 Share Posted September 17, 2018 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 Link to post Share on other sites
Swiftpaw 7 Posted September 17, 2018 Share Posted September 17, 2018 (edited) 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. Edited September 17, 2018 by Swiftpaw (see edit history) Link to post Share on other sites
meganoth 929 Posted September 17, 2018 Share Posted September 17, 2018 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? Link to post Share on other sites
NBornkilla 5 Posted September 17, 2018 Share Posted September 17, 2018 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. Link to post Share on other sites
unholyjoe 476 Posted September 17, 2018 Share Posted September 17, 2018 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 Link to post Share on other sites
Genosis 15 Posted September 17, 2018 Share Posted September 17, 2018 There, now that's settled. lol. Link to post Share on other sites
NBornkilla 5 Posted September 17, 2018 Share Posted September 17, 2018 awesome but thats random Link to post Share on other sites
NeferPitou 1 Posted September 17, 2018 Share Posted September 17, 2018 ohhhhh i wonder in the night how it gonna look like BTW are we there yet ? Link to post Share on other sites
sillls 117 Posted September 17, 2018 Share Posted September 17, 2018 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 You mean flickering? We have that effect with torches and camp fires. Link to post Share on other sites
PurgatoryWolf 13 Posted September 17, 2018 Share Posted September 17, 2018 do you think that you need a 2nd post anytime at the a17 history to arrcording all of the timeline??? :chuncky: Huh? Link to post Share on other sites
Survager 150 Posted September 17, 2018 Share Posted September 17, 2018 So is it not error??? Cooool ))) But the light does not spoil completely ((( Link to post Share on other sites
GGPL 2 Posted September 17, 2018 Share Posted September 17, 2018 Finaly beter modding Link to post Share on other sites
PurgatoryWolf 13 Posted September 17, 2018 Share Posted September 17, 2018 There, now that's settled. lol. 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. Link to post Share on other sites
Gilthanaz 6 Posted September 17, 2018 Share Posted September 17, 2018 (edited) I still say that we need colonies of mutated ants who live in the underground and dig around, multiplying until their hives reach quite a size, to get some action in those caves! And sometimes, they dig into a Player's bunker... and if you dig into their nest, you got some tunnels to explore, some big ants to fry (Madmole! Proteins! PROTEINS!) and probably can find stashes of stuff they collected but have no use for. Vote "THEM!" 2018! Or Graboids. They'd probably make desert biomes a lot of fun Edit: Also, no Dev answered my questions regarind the RNG Maps being able to be resized "later" with the workaround to create the map with the same seed again, just larger, and then copy over the older, smaller map into the larger save so "transfer" all player created content In fact I think that should be a server feature (increase map by x * y) Edited September 17, 2018 by Gilthanaz (see edit history) Link to post Share on other sites
NBornkilla 5 Posted September 17, 2018 Share Posted September 17, 2018 ohhhhh i wonder in the night how it gonna look like BTW are we there yet ? no we are not there ps: you sound like does kid when they are young and are on a trip and annoy the parent by are we there yet are we there yet are we there yet . xD Link to post Share on other sites
deathless 0 Posted September 17, 2018 Share Posted September 17, 2018 no we are not there ps: you sound like does kid when they are young and are on a trip and annoy the parent by are we there yet are we there yet are we there yet . xD Are we there yet? Link to post Share on other sites
KhaineGB 364 Posted September 17, 2018 Share Posted September 17, 2018 Silly question. Are CarryCapacity, CraftingSlots and ActiveCraftingSlots defined in the player entity? So no more DLL hacking for expanded backpacks if we want to tweak that? Link to post Share on other sites
Sparks 3 Posted September 17, 2018 Share Posted September 17, 2018 Greetings Quote: "+Zombies can dig downward when they detect a target below them. 4/26/18 This has me a little concerned. How many blocks down will this be? Though I am not a mole digging Hobbit holes to live in as I do prefer the sunshine I also do like to sometimes spend the night doing my mining uninterrupted. Are the zombies going to start using augers to beeline to my night time coal face? P.S. Don't take my comment about augers literally! Link to post Share on other sites
Zadwanaa 9 Posted September 17, 2018 Share Posted September 17, 2018 Greetings Quote: "+Zombies can dig downward when they detect a target below them. 4/26/18 This has me a little concerned. How many blocks down will this be? Though I am not a mole digging Hobbit holes to live in as I do prefer the sunshine I also do like to sometimes spend the night doing my mining uninterrupted. Are the zombies going to start using augers to beeline to my night time coal face? P.S. Don't take my comment about augers literally! Confirmed: Zombies can use augers. Link to post Share on other sites
TylerDB 12 Posted September 17, 2018 Share Posted September 17, 2018 Greetings Quote: "+Zombies can dig downward when they detect a target below them. 4/26/18 This has me a little concerned. How many blocks down will this be? Though I am not a mole digging Hobbit holes to live in as I do prefer the sunshine I also do like to sometimes spend the night doing my mining uninterrupted. Are the zombies going to start using augers to beeline to my night time coal face? P.S. Don't take my comment about augers literally! Itll be on a detection basis, so if they hear you because you are near the surface, they will start coming for you. On a blood moon same thing if thats the path, they’ll take it. But if you are like 40 blocks down, they arent going to be walking around with sound detection or anything Link to post Share on other sites
Retiredbart 0 Posted September 17, 2018 Share Posted September 17, 2018 The only thing a Fun Pimps should post from here forward is ... Its done and being released.... Unless that is So... PLEASE GET OFF THE FORUMS AND FIX THE FREAKEN GAME!! 1 Link to post Share on other sites
Spectral Force 10 Posted September 17, 2018 Share Posted September 17, 2018 @Kinyuajuu With the way the updated RWG works, there is no way to preview the map before it generates anymore? For my dedis I like to preview the map just to see the lay of the land, this will no longer be possible and I have to generate a whole map for a preview and if we even get a preview? It was nice being able to have an idea of what the world looked like before it was generated. If you could let me know if this is correct I would appreciate it. Thanks. Link to post Share on other sites
Roland 2,882 Posted September 17, 2018 Author Share Posted September 17, 2018 The only thing a Fun Pimps should post from here forward is ... Its done and being released.... Unless that is So... PLEASE GET OFF THE FORUMS AND FIX THE FREAKEN GAME!! What if they're waiting for their latest changes to upload and their choices are stretch and relax for 20 minutes or come on here and answer a few questions for 20 minutes? Are you still banning them then....? Link to post Share on other sites
Noctoras 38 Posted September 17, 2018 Share Posted September 17, 2018 The only thing a Fun Pimps should post from here forward is ... Its done and being released.... Unless that is So... PLEASE GET OFF THE FORUMS AND FIX THE FREAKEN GAME!! if they do, 10 other people will complain a lack of information here. I for my part think it's great they keep us in the loop to some extent. Link to post Share on other sites
JCrook1028 272 Posted September 17, 2018 Share Posted September 17, 2018 So basically, remove the incentive to get a vehicle? and/or removing the characters stamina? From Page 1 - Shift simply initiates run instead of having to hold it down. Pinkies rejoice! 3/20/18 Link to post Share on other sites
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