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Found 32 results

  1. We're continuing on from our last video and putting the targeting list to work. We're going to actually implement it now to direct our sentry creatures to attack specific targets! We're starting to have made some solid headway into the actual core functionality now. Git Commit: https://gitlab.com/ZenRowe/VSS-ARK/commit/95dfcf6dfc09c310e64c6540ad0b10e86394b006 <-- Back to Wildcard Workshop tutorials
  2. Hello, Everyone! Welcome to the first installment of Wildcard Workshop! Where I bring you tutorials, tips & tricks, and best practices for modding. Today we’re going to be starting from the top. We will be installing the ARK Dev Kit and everything that you need to know about that. I will introduce you to all of the resources you have available to turn to when building your mods, and then we will set up our project space and the required files for a 'game mod' which we will use when creating our first mod in the next episode of Wildcard Workshop! <-- Back to Wildcard Workshop tutorials Here are the links and resources that were referenced in the video: Sign up for an Epic Games account Download the Epic Games Launcher Information Resource Links: Ark Dev Kit forums (UE4 subforum) SurviveTheArk.com Workshop Forum ArkModding.Net Website ArkModding Discord Modding World Discord (This is another modding discord that did not get referenced in the video) Unreal Engine 4: UE4 Documentation UE4 Forums Unreal Engine Youtube Channel If you have any questions or feedback, please feel free to leave a reply!
  3. Back to our functional code, we're going to start on setting up the creature targetting and control systems. This first part involves setting up a centrally managed list of targets for our virtual creatures to act on. This gives us a lot of potential directions for creature behavior, from something like an "attitude" system to role-based management. Git Commit: https://gitlab.com/ZenRowe/VSS-ARK/commit/221485dc0882f1073e3921f9e3447f3ae6f878e2 <-- Back to Wildcard Workshop tutorials
  4. Last time on Wildcard Workshop we built a transition material, this time we're going to put it into practical use. We'll be making use of replication, event dispatchers, dynamic materials, and timelines. Some things we've covered previously, and some new. There will still be some quirks in this system, some that need to be worked out in the future after we have built out more of the mod. We take care of them in the future. Git Commit: https://gitlab.com/ZenRowe/VSS-ARK/commit/534a2a4403d240322d52a5d1cfab70403fead60d <-- Back to Wildcard Workshop tutorials
  5. So we're going to try and muster our inner artist today, stumble around in the dark for a bit and somehow end up with a pretty cool transition material. This is going to be the effect for any time out virtual creatures spawn in or out of the world. You can find the specific commit for this video on the gitlab repo here: https://gitlab.com/ZenRowe/VSS-ARK/commit/c569d8801f0b545ec6e3354632bffb7e7073ad44 Spacescape tool: http://alexcpeterson.com/spacescape/ <-- Back to Wildcard Workshop tutorials
  6. Alright, we've crammed our creature into a crystal somehow, now it's time to take it back out when we need it. (No WD-40 required) I did make some changes to stuff that we did in the last tutorial, in particular: Changed Sentry Tower Segments to be of inventory type structures In the Virtualization Station Platform, our function for getting the dino data has been simplified a bit thanks to a new property on the struct. We have removed the "Structure" aspect of the crystals. We have to go all in on them being equipable items for what I have planned. You can find the specific commit for this video on the gitlab repo here: https://gitlab.com/ZenRowe/VSS-ARK/commit/664aefc220dd3499438c1a8f98b3cfbc70444758 <-- Back to Wildcard Workshop tutorials
  7. We're going to zoom through the rough process of converting our tamed creatures into items this time. Specifically, we're making the sentry crystals that will eventually be used with the sentry towers themselves. We'll cover a few things in this video from conditional checks and most notably a brief look at Octree searching. You can find the specific commit for this video on the gitlab repo here: https://gitlab.com/ZenRowe/VSS-ARK/commit/45a5a5c3c249e5151cc3ce3676c26b3a7925f98e <-- Back to Wildcard Workshop tutorials
  8. It's time to start getting something together that we can actually see. I have created some simple temporary meshes so let's get these multi-piece structures actually in the world and snapping! Primarily we will find the progression of these videos on the develop branch of the gitlab repository. You can find the specific commit for this video here: https://gitlab.com/ZenRowe/VSS-ARK/commit/d1a02fd62b07f8c01a6b55730caa36a381a715e7 Blender - UE4 template project: https://drive.google.com/file/d/13Od6_mdkOOTe27ujqo-T0l9lfwIg1JdT/view?usp=sharing Snap point flags https://wiki.arkmodding.net/index.php?title=Snap_Points <-- Back to Wildcard Workshop tutorials
  9. Hey all, So I'm looking to edit a single dino type for my private server and dont know how to do this.so I'm asking for help here. I want to edit phobia or the dino pigs stats specifically and no other dino. More specifically I want to edit its poop interval and not the global setting. I want phobias to poop a lot more often say set the poop interval to .6 or .7 maybe lower, will need to test and adjust to my liking. Is this possible ? If so please can someone help me achieve this goal. Dont want to have to feed it stim berries every time I want poop to make fertilizer. Right now I've built a pen on a series of ramps where they stay. So when they poop it rolls down to a lower pen where I have a bunch of dung beetles that eat the feces to make oil and fert for my farm.
  10. Hello, I have some custom consumables that I want to craft in a copy of a beer barrel. I have made the beer barrel and it is working as a normal beer barrel aside from the autofill i added for irrigation. My issue is that the blueprints for the consumables are not showing up to craft them. I am wondering if it is possible to be able to have the beer brew and also craft items.
  11. We're going to get some of our basic setup out of the way today. We'll start with the core stub files for our two main multi-component structures and the base files for our data container items. Primarily we will find the progression of these videos on the develop branch of the gitlab repository. You can find the specific commit for this video here: https://gitlab.com/ZenRowe/VSS-ARK/commit/f02d84b78002f20ce696241179fdf162baed636b <-- Back to Wildcard Workshop tutorials
  12. NovaStrike

    Ark Modding Contest

    So I got a question in regards to this Modding Contest. I had a look at the standings currently and I am shocked to see what is posted. Wildcard puts this contest on for us to vote publicly what we want to see win with this contest, and it was exciting for the last 2 weeks of voting and to see mods going up and down the list and maybe seeing a few changes to positions here and there to win the 30% of voting, yet when looking at the results, Primal Fear which got 1st in the Public voting get shoved all the way to 15th and Valguero (no offense to them) has only 16k subs in the Workshop jump to 1st with others who were 3rd (King of the Ark) go down to 21st, and 4th (Extinction Core) go to 33rd. If Wildcard was wanting OUR opinion, then why would they bump those who were actually VOTED to the top in the bottom of the list? Why even have a public vote? This is not right and this is going against anything what the public wants to see. Why should we even have a contest to begin with if Wildcard will just pick what mod they like and just give them a sponsorship? Color me not impressed with this whole contest and I feel this isn't right for those who took the time to vote for their FAVORITE mod.
  13. Chubchub2020

    Modding Contest Discussion

    Just a place to share your opinions on the modding contest. I will start by saying I am surprised to see how many votes mods that re-skin and buff creatures are getting. I had hoped more mods with with unique content would be supported.
  14. It's time to dig into a full project. We're going to make a mod called the "Virtual Sentry System". This first video will cover the creation of the design document and our plans for the mod. Some fleshed out some bits left intentionally vague. It's important to have a plan. <-- Back to Wildcard Workshop tutorials
  15. Hi! I've just set up my first server with Nitrado. After some failing and learning I've now tweaked the settings to my liking... However, I want to make "fixed drops", but can't seem to figure it out. I.e I want the drops to always contain a certain amount of items or loot. White drop is starter pack. A set of flak, longneck and tranqdarts Green drop is building structures with 25x walls, ceilings, foundations etc. Blue drop is raw mats with 500 ingots, poly and electronics. I've seen this done on other PS4 servers, but when I try to modify it every drop contains random stuff instead of my preset. I've tried adjusting min/max items, I've tried making different sets inside Beaconapp and generally just playing around. Does anyone have a good suggestion on how to make this work? Thanks!
  16. We're going to be starting a new set of project videos soon, but before we dive into it we need to talk about bitmasks. These are used for structure snapping and control how a given structure knows what and where it can snap to. This video just covers the concept and how it's working under the hood but you will see the practical application as we work on our next project, the Virtual Sentry Mod. <-- Back to Wildcard Workshop tutorials
  17. We're back with Wildcard Workshop #4! Today we begin to tackle the beast of Replication. The means for which we handle logic in a multiplayer environment. This video is just an overview though, and I introduce you to the different methods of replication and reinforce the correct mindset for how to visualize these interactions (With a little help from some friends ). In the next video I will start showing you some practical examples of replication, so don't worry if by the end of this video you don't feel like you have a good grasp of it. The document I reference in the video can be found here as well: 'Unreal Engine 4' Network Compendium EDIT: At 14:22 there was a mistake in my explanation that I didn't catch in editing, I didn't describe "Reliable" correctly. It DOES have an impact on the chances that the event could be dropped when the network is under stress. My statement still stands that this should only be used under an absolute necessity though,.. "the game will break if the event doesn't get executed" kind of necessity. <-- Back to Wildcard Workshop tutorials
  18. Hey ARK-Community, I am FNT form the ARKaeopteryx Team! We are working on a Mod Called ARK: Oblivion. The Mod is about a survivors zivilization, where once bad things happened, but all that fell into oblivion and you gotta explore the map and find out what happened back then. It is going to feature a completely new Map, a lot of new 3D Models and easter eggs and maybe even some new creatures. Right now the development is still in its initial phase, but there is going to be a lot of things for you to see, before the mod is going to be released! Follow us on IG and join our Discord Server to see all the latest sneak peeks and more! Discord: https://discord.gg/aDTZaZG Instagram: https://www.instagram.com/arkaeopteryx.team ~FNT from ARKaeopteryx Team
  19. Alright, you asked for it, excessively. Here is a tutorial on some basic Version Control using Git, mostly GitKraken. Version control is extremely important to anyone working with software and it will make the difference between a situation that frustrates us and we just quit a project altogether and being able to keep our calm and do proper testing to figure out a difficult bug. This one might be a bit difficult to follow until you actually dive in and try to use the software yourself and see how it impacts your work. Git Cheatsheet: http://rogerdudler.github.io/git-guide/ GitKraken: https://www.gitkraken.com/ Note: I did leave a mistake I made during the video to show what happens when you aren't careful. Systems like Git aren't really made with an *undo* in mind and using it can be a bit risky. <-- Back to Wildcard Workshop tutorials
  20. I know I said I wasn't going to go over every feature of UE4 since they are all very well documented by Epic, but there are some that should still be discussed because of their usefulness. Today the subject is Event Dispatchers. These little beauties are an excellent way to watch for changes to values and states without polling (Constantly checking on a loop). They are really simple to use as well. Enjoy! You can find the project files for this video here: Event Dispatcher Example Files <-- Back to Wildcard Workshop tutorials
  21. During the user interfaces video, I briefly showed the of a Class Default Object but hurried over the subject. Today I am going to explain what these are and why I was hesitant to go into depth during that video. These are potentially very useful to us as mod authors as they can be used to replace a system that we don't have access to in the ADK, but they should be used responsibly as their behavior is not quite what you would expect. I will find a practical implementation of this feature in a future project, but since I don't know when that opportunity will present itself I decided we should cover it now, even if only in a conceptual format. Next time we'll look at event dispatchers and why we would want to use it over polling techniques. You can find the project files for this video here: CDO Example Files <-- Back to Wildcard Workshop tutorials
  22. It's time to start gearing up a bit. Over the next few videos, we'll be redoing our mods config options. The new system is going to be one that is managed in the game itself. The first video will start off with setting up save game classes, but we're going to covering the MultiUse system and also UMG before we're done. You can grab the project files from this video here: SaveGame Project Files <-- Back to Wildcard Workshop tutorials
  23. In our last video, we introduced Blueprint interfaces as a method for managing our references between the different actors involved with the UI. Today we're going to look at those some more and I am going to show you both the conventional use for blueprint interfaces, and also how we can co-opt them for reference management. In the next video, we are going to look at something else I introduced in the User Interface lesson; CDO, the class default object. You can find the project files for this video here: Blueprint Interfaces Project Files <-- Back to Wildcard Workshop tutorials
  24. Here it is, the home stretch for getting this User interface in place. Settle in, this is a long one. There are some important things to note about this video. This is just one way to implement a user interface and was the most appropriate for the project. We'll probably see other ways to implement them in future videos. Some things to consider would be, if your UI is expected to be viewed frequently it may be better not to dispose of it, but just remove from the viewport and keep the references alive so that you can re-add the same UI, it may have actually been worth doing this here and I may make those changes in a future video. We briefly touch on the use of Blueprint Interfaces as well, note that these are not visual interfaces like our end objective for the video, but a useful communication system for blueprints to talk to each other. We will talk more about them in the next video. You can find the mod files for this video here: User Interface Project Files <-- Back to Wildcard Workshop tutorials
  25. Welcome to Episode #3 of Wildcard Workshop where we actually build our first mod. The mod is simple but it leaves a lot of room for us to expand and polish it in the future. (And we will) You will see how to prototype your mods using existing assets, testing your mod in PIE, and hooking it all up with the entry points that were built for us to use for implementing out mods in game. At the end of this video we have a mod that if it were to be uploaded to the workshop, it should work! I hope you enjoy the tutorial and learn something new, and as always if you have any questions, feel free to ask! <-- Back to Wildcard Workshop tutorials
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