EFU Builders Module

Started by Tala, February 08, 2019, 08:42:57 AM

Previous topic - Next topic

Tala

So I made an EFU Builders Module so anyone who'd might wanna build for EFU might use it and have an easier time.

Download link HERE.

What it has:
- The Custom Content already listed as the main EFU module.
- Visual Transform support on game world objects and spawned creatures.
- VFX support on game world objects and spawned creatures.
- Very few utility scripts that might help some of you, but no need to pay much attention to them.

What it doesn't have:
- Everything else.

One main instruction when you create a new area - On Area Properties => Events, assign to the field OnEnter the script "area_on_enter".

Also, mind the following:
- For tips and a general sense of what we're after / what to do, please review this thread.
- Use the player-workshop channel in Discord to ask questions. I know that sometimes you'd rather keep what you're working on secret from other players and ask DMs directly, but it's really best for everyone if more general questions are asked there, where both talented Players and DMs can answer (and later other players can see that as well).
- If you're aware of some placeable/creatures/triggers that EFU has and you'd want to use, place a WAYPOINT placeholder with a description of what you're after there, but advise with a DM before that.
- There are some insanely talented player scripters around that might be glad to help out with players content. If you want to add something EFU doesn't have, they might help with that. Be aware that if it will end up requiring many scripts, it is best to ask a DM beforehand.


Happy building!

Tala

This is the content of the Readme file in the zip:

VFX variables
nVFX1, nVFX2, nVFX3...nVFXn

- Will apply the VFX in the vars on the placeables/creatures in the area.
-- Usage: By assigning on creatures or placeables the int variables nVFX1 to 549 and nVFX2 to 445, the creature/placeable will glow green with a glyph around it.
-- Demonstration: VFX demonstration Placeable in Demo Area

- Will apply the VFX in the vars on the spawned creature with these vars.
-- Usage: By assigning on creature the int variables nVFX1 to 549 and nVFX2 to 445, the creature will glow green with a glyph around it.
-- Demonstration: Creatures => Custom => Tutorial => VFX Dude


bSpawnVFX_Random - When set to 1, it will apply a random GLOW based VFX on the spawned creature.
- Usage: By assigning on creatures int varaible bSpawnVFX_Random to 1, the creature will spawn with a random glow.
- Demonstration: Creatures => Custom => Tutorial => Random VFX Dude


VFX IDs: https://pastebin.com/7jzF3ZLs


Visual Transform variables
fScale, fRotateX, fRotateY, fRotateZ, fTranslateX, fTranslateY, fTranslateZ, fAnimSpeed

- Will apply the visual transform on the objects in the area.
-- Usage: By assigning on creature/placeable the float variable fScale to 0.5, the object will be half the size in the game world. By assigning to 2.0, it will be double the size.
-- Demonstration: Visual Transform demonstration Placeable in Demo Area

- Will apply the visual transform on the spawned creature with these vars.
-- Usage: By assigning on creature the float variable fScale to 0.5, it will spawn half the size in the game world. By assigning to 2.0, it will be double the size.
-- Demonstration: Creatures => Custom => Tutorial => Visual Transform Dude

Tala

Mod was updated with the correct hak order.