EA35 - Nothing Update
- Added support for smart actor pose tags including {gruntf}, {grunte frown}, {gruntr grin}, and partial name resolution like {teamf}, with realtime rendered portraits for non-standard skins
- The Lua engine can now resolve source scripts while inside coroutines, making script or mod specific requests such as mod save data available inside coroutines
- Added new functionality to existing Trigger components including new filters and conditions
- Added TriggerLeaveSquad component to get single bots to leave their current squad
- Added TriggerChangeActorSkin component to change actor skins through triggers
- Added TriggerReplacefirstPersonItem component to temporarily replace the player's carried weapons, useful for cutscenes
- Added TriggerOnHover component to send trigger signals when hovering a UI graphics element
- Added TriggerChangeSelectableState component to make UI elements interactable or non-interactable
- Added TriggerOnWin component to send trigger signals when a game ends
- Added TriggerUpdate component to send trigger signal every frame
- Added TriggerFadePostProcessing component to crossfade between post processing states
- Added TriggerPlayAudioSource component to play audio sources or sound banks from triggers
- Added TriggerSelect component to send a trigger signal only to the first valid receiver, like a select node in behaviour trees
- Added TriggerUpdateSunlight component to control sunlight from triggers
- The Detective Badge is no longer given out by a random grunt; instead you need to find it on the Rafts map to start the quest
- Removed p prefix from actor pose names for the dialog system, with support for both prefixed and unprefixed names for legacy mod compatibility
- Fixed an issue where bots would look in weird directions when starting a new path, typically just after spawning
We added nothing so no need to investigate anything. If a grunt tries to hand you an item DO NOT accept it!
April 3 Patch:
- The Detective Badge is no longer given out by a random grunt, instead you'll need to find it on the Rafts map to start the quest!
Patch notes:
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Removed p prefix from actor pose names for the dialog system. It's now valid to write both with or without the p prefix, so legacy mods will continue to work correctly.
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Added support for smart actor pose tags, valid tags include {gruntf} (resolves to friendly grunt portrait), {grunte frown} (resolves to enemy grunt portrait with frowning expression), {gruntr grin} (resolves to red grunt portrait with grin expression). It's also possible to resolve partial names, for example {teamf} resolves to blue or red depending on the player team. When a team uses a non-standard skin, {grunt} tags will resolve to a realtime rendered portrait of that team's skin.
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The Lua engine can now resolve source scripts while inside coroutines, meaning script or mod specific requests such as mod save data is now available inside coroutines.
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Fixed an issue where bots would look in weird directions when starting a new path, typically happens just after spawning. Now they will look in the direction they are running.
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Lots of new functionality added to existing Trigger components EG new filters, conditions and more.
Added several new trigger components
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TriggerLeaveSquad (Used to get single bots to leave their current squad)
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TriggerChangeActorSkin (Change actor skins thru triggers)
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TriggerReplacefirstPersonItem (Temporarily replace the player's carried weapons with something else, useful for cutscenes, etc.)
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TriggerOnHover (sends trigger signals when hovering a UI graphics element)
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TriggerChangeSelectableState (Make UI elements interactable or non-interactable)
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TriggerOnWin (send trigger signals when a game ends)
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TriggerUpdate (send trigger signal every frame)
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TriggerFadePostProcessing (Crossfade between post processing states)
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TriggerPlayAudioSource (Play audio sources or sound banks from triggers)
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TriggerSelect (Sends a trigger signal only to the first valid receiver, like a select node in behaviour trees)
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TriggerUpdateSunlight (Used to control sunlight from triggers)
The new trigger functionality will be added in an update to the Ravenfield mod tools for Unity next week!
Enjoy! (AGAIN with that said don't pick up random items you find on the field)
/Johan and the Ravenfield team