Aidion Posted January 10, 2016 Share Posted January 10, 2016 it was just a thought I had but a pokemon style gameplay sorta thing would be kinda cool catch your dino's and carry a few with you and then throw them out whenever you need them to fight something or someone off i dunno might be fun Link to comment Share on other sites More sharing options...
Neizan Posted January 10, 2016 Share Posted January 10, 2016 A boy tries to do for quite some time, but said it can not do because of DevKit limitations. Hopefully someday see something like that you said! Link to comment Share on other sites More sharing options...
Aidion Posted January 10, 2016 Author Share Posted January 10, 2016 12 minutes ago, Neizan said: A boy tries to do for quite some time, but said it can not do because of DevKit limitations. Hopefully someday see something like that you said! Ya see I bet he just hasn't tried hard enough I bet if we pestering the DEVS enough we could even get them behind it Link to comment Share on other sites More sharing options...
Neizan Posted January 10, 2016 Share Posted January 10, 2016 5 minutes ago, Aidion said: Ya see I bet he just hasn't tried hard enough I bet if we pestering the DEVS enough we could even get them behind it ... I do not think it's very useful ... To make a mod of "cages pocket" requires use like C ++, or so the guy who tried to do it said. The only option is to allow access the C ++ code in the DevKit (or something like I do not know much about it). Or that include "pocket cages" in tek tier. Link to comment Share on other sites More sharing options...
Neizan Posted January 10, 2016 Share Posted January 10, 2016 Suggestion created: Link to comment Share on other sites More sharing options...
Aidion Posted January 10, 2016 Author Share Posted January 10, 2016 2 hours ago, Neizan said: Suggestion created: I already created a suggestion your replying to it. Link to comment Share on other sites More sharing options...
Mezzo Posted January 11, 2016 Share Posted January 11, 2016 I would say not tried hard enough I don't think i want to make this mod but just to show it's do-able. Link to comment Share on other sites More sharing options...
WoefulMacabre Posted January 17, 2016 Share Posted January 17, 2016 On 11/01/2016 at 1:04 AM, Mezzo said: I would say not tried hard enough -snip- I don't think i want to make this mod but just to show it's do-able. Yeah, that's what I was thinking. From what I've seen, before seeing you've done it to an extent, I figured it would be possible. Looks like a relatively simple means of hitting the actor, grabbing/storing variables and spawning the actor again with the previously set variables upon hit again, no? -WM Link to comment Share on other sites More sharing options...
Neizan Posted January 17, 2016 Share Posted January 17, 2016 That modder that will do it will have my infinite love <3 Link to comment Share on other sites More sharing options...
Neizan Posted January 17, 2016 Share Posted January 17, 2016 On 11/1/2016 at 3:34 PM, Mezzo said: I would say not tried hard enough I don't think i want to make this mod but just to show it's do-able. it is relatively easy but that when the server restarts remain taking dinosaurs is complicated. At least until the developers do not change the way they kept the objects -My friend (speaking with me about this) Link to comment Share on other sites More sharing options...
Mezzo Posted January 17, 2016 Share Posted January 17, 2016 Storing the variables is not easy but possible. It certainly is not an easy task at all and will require lot's of creative workarounds to make it well but from the 6 month experience i got with the devkit so far, it should be possible even without c++. An example: you are right that is is difficult to store a dino with all it's values at the moment and make it spawn again. What i did in the video is not despawning the dino, instead im making it simply invisibile, without collision and invulnerable and save a reference to it first on the grenade projectile and then on a buff when it get's picked up(that's another workaround because storing variables on items is currently only possible by hijacking unused variables on it, so you don't get to decide what variable type you have available) when it gets picked up. When the player throws it again it moves the dino to the hit location and resets all those changes. This system would certainly require more work to make it viable for a real mod but it's a way. Going for a total conversion with this would make some of those workarounds obsolete. Link to comment Share on other sites More sharing options...
Neizan Posted January 18, 2016 Share Posted January 18, 2016 he needs to make a structured array where he stores the dino class, and the dino's status component then he needs to make sure 'save game' is checked, that will store it for server restarts simple takes 5 mins for him to implement that once he has the class of dino and the dino's status component, he can spawn a new dino of the same class, and copy the status component over to it idk if colors will copy over tho and i doubt inventory would too that would require further steps, but not hard, and definitely not impossible either that, or he could put them somewhere in the world and apply a buff that would keep them alive, then just move them on deploy, similar to what he is doing and remove the buff then all he has to do is store the primal dino char reference in an array, and make sure that array has 'save game' checked thats it's done id put them under water @ 0 0 -18000 and have a buff that adds food and oxygen every second that would be the easy way a buff that never expires, so he doesnt have to worry about maintaining the buff just needs to remove it when the dinosaur is called -My friend, jslay (speaking with me about this) Link to comment Share on other sites More sharing options...
Neizan Posted January 18, 2016 Share Posted January 18, 2016 Now we just need a modder actually do it to worship him forever =) Link to comment Share on other sites More sharing options...
Grone Posted January 18, 2016 Share Posted January 18, 2016 On 11/1/2016 at 3:34 PM, Mezzo said: I don't think i want to make this mod but just to show it's do-able. I want to see this mod finished please =) Link to comment Share on other sites More sharing options...
Grone Posted January 18, 2016 Share Posted January 18, 2016 On 10/1/2016 at 6:48 AM, Neizan said: A boy tries to do for quite some time, but said it can not do because of DevKit limitations. Hopefully someday see something like that you said! Are you speaking about O'Rayan? http://steamcommunity.com/app/346110/discussions/0/535151589892410965/ Link to comment Share on other sites More sharing options...
Neizan Posted January 18, 2016 Share Posted January 18, 2016 On 10/1/2016 at 6:48 AM, Neizan said: Just now, Grone said: Are you speaking about O'Rayan? http://steamcommunity.com/app/346110/discussions/0/535151589892410965/ A boy tries to do for quite some time, but said it can not do because of DevKit limitations. Hopefully someday see something like that you said! Yes, he said me in PM that is impossible to make it because he need C++ Other friends (modders) told me, that it is possible to do so without C++ Link to comment Share on other sites More sharing options...
WoefulMacabre Posted January 18, 2016 Share Posted January 18, 2016 It is entirely possible without source access, and has been for quite some time, just nobody really thought about how it could be accomplished, namely because that person doesn't appear to have developed a single mod on the workshop so they have no working knowledge. They would have just looked around at a few files and said nope, can't see anything that will do this for me. It's relatively easy to make this style of mod work, complicated, yes, quite, but easy nonetheless. -WM Link to comment Share on other sites More sharing options...
Grone Posted January 26, 2016 Share Posted January 26, 2016 On 18/1/2016 at 0:37 PM, WoefulMacabre said: It is entirely possible without source access, and has been for quite some time, just nobody really thought about how it could be accomplished, namely because that person doesn't appear to have developed a single mod on the workshop so they have no working knowledge. They would have just looked around at a few files and said nope, can't see anything that will do this for me. It's relatively easy to make this style of mod work, complicated, yes, quite, but easy nonetheless. -WM =) Link to comment Share on other sites More sharing options...
SpacePirateCaine Posted January 26, 2016 Share Posted January 26, 2016 Far be it from me to bite off more than I can chew, but this doesn't sound like all that difficult a proposition. Assuming the Ark Dev Kit has all of the functionality of UE4 blueprint, it sounds like something that could be accomplished with the following steps: Function as a throwable projectile, or a weapon that "fires" At point of impact, do a sweep for nearby incapacitated dinos Take the closest and copy all of its relevant parameters to a struct that is contained on the ball Destroy the Dino actor Next time the ball is thrown, the game spawns another dino with the same parameters at the point of impact. I can see some potential for hijinx, and it might lead to some unusual behavior if the dino can't spawn without colliding, but it doesn't sound not doable. I'll take a crack at this and see what can be done. Sounds like a fun little experiment that some people might enjoy. Disclaimer: This is all theory until I've had a chance to try it in-engine. I'll get cracking on that and see if I can't get back in a day or two. Edit: I noticed that someone above me has gotten the simple catch and respawn work done. It'll obviously be a matter of the saving of the ball that will be troublesome. I'm still going to give it a shot, but I'm not that great with the network side/verification, etc. Link to comment Share on other sites More sharing options...
Neizan Posted January 28, 2016 Share Posted January 28, 2016 Love this man guys, we have Pokeball Mod: http://steamcommunity.com/sharedfiles/filedetails/?id=610434291&searchtext= Link to comment Share on other sites More sharing options...
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