Comments (7)
I suggest that it's made slightly more interactive, For example, Altis life you just go to a location and action key. I think a better solution for reforger would be to go to a location and farm it from an actual rock. Something like this.
The only problem ive ran into when trying to implement is how to delay a user from doing the same action again (want to force them to atleast somewhat more around to different "nodes")
from everonlife.
Spawn random ores in a zone defined in the world file. Resource zones could make use of a toggle debug draw similar to how task triggers for default game modes do.
We have a re-skinnable ore model in the making by Kanf#2761
including ore, bars, etc that should be used for this. Just make sure the files are small enough (low poly models, and super small textures. kb sizes if possible not MB)
A custom animation and a pickaxe model that is put into the player's hands during the mining interaction would be nice, but custom animations might be broken/render the mod incompatible with others that want to animate something. We will need to clear things up with BI there first before we invest too much time into custom animations.
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Idea:
Stone / ore is really heavy. Make it only transportable via vehicle?
So you dont carry tons of stone in your pockets.
This can be easily achieved by setting the weight / volume
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@thebonbon yes exactly. These fall under the advanced mining category, so you should need a vehicle to be able to transport more than 2-5 ores. The weight and volume would indeed be the way to go about this. Volume ensures that you can carry it in anything but a backpack on the player. Remember you need to be able to carry a tiny bit while mining so you can put it in the vehicle that might be parked a few meters away :)
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Also take a look at #92 as @Kanf has already made ores
from everonlife.
I suggest that it's made slightly more interactive, For example, Altis life you just go to a location and action key. I think a better solution for reforger would be to go to a location and farm it from an actual rock. Something like this.
The only problem ive ran into when trying to implement is how to delay a user from doing the same action again (want to force them to atleast somewhat more around to different "nodes")
Possibly you could remove(hide) the prefab after its used for a set amount of time.
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Just tagging in here that @Kanf is planning on making the pickaxe model & texture as well. Animations are still required though.
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Related Issues (20)
- Apple can't be Sold *Everon Map* HOT 1
- Some prefabs do not inherit from Item_Base HOT 1
- Add ability for Npc_Base entities to hold weapons for visual appearance HOT 1
- Split EL_Utils into different more specific util files HOT 1
- Change wood cutting system to vanilla tree destructible system HOT 1
- Improved tool "attack" handling
- Quantity post 0.9.7 enhancements HOT 1
- Bug mod workshop HOT 2
- Visual ground representation of large quantities of items/money HOT 1
- Optimize/Redo cash stack asset HOT 2
- Have quantity system impact weight and volume
- update 0.9.7 HOT 1
- Discord Link Expired HOT 1
- " SpawnPoint_LIFE.et " missing from path HOT 3
- Mining inventory issue
- Problems installing/using depencies HOT 3
- Cant Save player Data under Linux HOT 5
- SCR_InventoryMenuUI HOT 1
- The axe not shows in game
- Broken official community discord links
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