Open budak7273 opened 2 years ago
yeah I may look into that. I thought about changing the icon to the skull when the damage will actually kill you based on your health, but didn't find a quick solution at the time. But then I dont know much about unreal and modding, and hadn't looked into this Asset Toolkit at all either.
In general I wanted to get a few status attributes about the player that I couldn't find yet, like being in a vehicle for example.
If you do pursue this, here's the paths for the curves:
Normal
CurveFloat'/Game/FactoryGame/Character/Player/FallDamageCurve.FallDamageCurve'
Blade Runners
CurveFloat'/Game/FactoryGame/Equipment/JumpingStilts/JumpingStilts_FallDamageCurve.JumpingStilts_FallDamageCurve'
I'm not sure offhand how to detect being in a vehicle, but I think the Pawn possessed by the player controller will change when this is the case. Pawns/Controllers are an Unreal concept. You can get the local player controller via the blueprint node GetPlayerController or you can get it from an actor's instigator.
I tried getting the dump tool working but alpakit failed to build it for whatever reason. Didn't find a solution for that. It just complained about not finding a file it was working on itself. No idea what's up with that. Maybe some future version will fix it.
Owner
You need to compile the project in VS before you alpakit. If you didn't do that already.
You need to compile the project in VS before you alpakit. If you didn't do that already.
I found the solution in the meantime. Alpakit was upset at the directory structure I used even though unreal editor is fine with it.
You need to compile the project in VS before you alpakit. If you didn't do that already.
I found the solution in the meantime. Alpakit was upset at the directory structure I used even though unreal editor is fine with it.
Great to hear! I was looking for ideas from the SF Modding Discord Server, and I was given the idea to make a speedometer for Satisfactory in MPH. I was wondering if you would be willing to teach me the basics of how the mod hooks in, and get's the speed, and all of that stuff?
@MinoDab492 The mod is open source, you should be able to clone it into a plugin folder in your current Unreal project and explore how the mod is set up from there
True, but I more meant could they help me actually understand what each thing does and all that.
True, but I more meant could they help me actually understand what each thing does and all that.
So did you see that I opened another thread for you? Or have you lost interest?
You might be able to take the fall damage estimation color feature a step further by plugging in the player's velocity into the fall damage curve. I'm not sure exactly where it is, but if you generate a full project dump and filter in the editor by data curve assets, you'll probably find it.