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Ark Dev Kit : Features request [New Procedure 4/11]

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    #31
    I would like better tribe support in blueprints.
    The ability to set the tribe of structures and dinos spawned via a blueprint.
    The ability to get the tribe of structures/dinos in the world via blueprint.
    Let us tap into the same system they use for determining tribe access to things, based on the governance options.

    It would also be nice if activatable structures received an activation event instead of having to setup inefficient timers and monitor bContainerActivated.

    This one is probably a pipe dream as I am not sure it would be feasible, but I would love being able to set a volume as underwater or not.

    These are the main things I have encountered so far that are preventing me from doing what I have in mind for my mod. I will post any further things I run into. It would be fantastic if we could get the additional functionality listed in this thread while the mod contest is going on as we will definately see far more interesting mods as a result.

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      #32
      unlock the content like u said u were going to so we dont have to ask stupid questions or get someone who actually helped build the game to be support for us
      Creater of Btac Remap http://steamcommunity.com/sharedfile.../?id=491313948

      For questions or help see me on teamspeak @ 223.252.38.169

      Gankey ind. doing stuff right the first time <3

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        #33
        Originally posted by Nguyen Ken View Post
        under playerpawntest, if you check the show inherited variables, there you be a TribeName variable that you can get
        I saw the variable but never actually plan to use it yet
        just wondering where i can find playerpawntest? cant seam to locate it anyway

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          #34
          An extension of functionality for blueprints in regards to snap points... the ability to transform an actor based on the snap point it snaps to.

          This rather small extension of functionality would enable a mod I'm working on to be done in minutes or hours rather than what has turned into over a week...

          -WM
          Last edited by WoefulMacabre; 09-19-2015, 12:19 AM.
          Workshop: My Workshop
          ARK Modding Discord Admin: Join here!

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            #35
            Originally posted by Ditsov View Post
            Hello fellow modders,

            To better help the devs understand what we expect / want from future updates of the dev kit, i'm going to compile a list of most wanted features and pass it along.

            Example : Expose more blueprint functions about players stats.

            Use this thread to suggest your ideas.

            Try to keep it concise & only ideas for new modding features
            The Feature For Custom Shop/Trade Signs That Players Can Trade with others (ditsov you know what i mean since you replyied to my other forum)
            Last edited by Crafting Cookie; 09-16-2015, 11:12 AM.

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              #36
              I am not sure if you can do this now. I asked in forums never got an answer. Is their a way to add items to loot tables / supply drops and make the mod stackable. With other mods that mod the same.

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                #37
                Extent graph functionality to work with simple functions (trigger event -> conditions -> action) related to gameplay mechanics, like altering the status of an object/character upon specific events. RNG functionality might also be nice.
                ARK guides: Item Quality, Taming Parameters, Armor and Damage
                My Mod: Very outdated, don't know if I'll ever update...

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                  #38
                  ability too change the cheatmanager and change reload sound from the BP and more realstic weapon configs such as you can enter the bullets weight for bullet drop or being able to set it do auto semi burst
                  Last edited by Dirty_Nightmare; 09-19-2015, 09:17 AM.
                  STEAM: [MAD]Dirty_Nightmare
                  MOD: Dirty Weapons

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                    #39
                    Add improvements for translations that we can't translate some words, add features for translations... Someday ARK need translate the game in the future, with translation tables is very easy add a lot of languages and community can help. Maybe external site for community translations? People wants to play in official servers with translations, now is not supported and players of translation-mods are angry because they only can play in modded servers with his language.

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                      #40
                      Originally posted by Neizan View Post
                      Add improvements for translations that we can't translate some words, add features for translations... Someday ARK need translate the game in the future, with translation tables is very easy add a lot of languages and community can help. Maybe external site for community translations? People wants to play in official servers with translations, now is not supported and players of translation-mods are angry because they only can play in modded servers with his language.
                      Translation might not be a priority until the game is out of the alpha / early access stage to be honest. This feature has been asked already and the official answer is that it is very low priority right now.

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                        #41
                        Update ARKDevKit to Unreal Engine 4.9.1, is using a old version: 4.5.1!

                        With UnrealEngine4.9.1 people can test DX12 experimental with command line "-DX12" and more patchnotes,
                        modders can test their mods running with DX12.

                        With UE4.9.1 have particle colision, good improvement for fire particles, snow particles or new partciles of modders

                        More notes:
                        https://forums.unrealengine.com/show...e-4-9-Released!


                        Please keep updated the version of Unreal Engine in the game and in the ARKDevKit
                        Last edited by Neizan; 09-16-2015, 07:22 PM.

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                          #42
                          it would prob take to much to convert so i doubt it will ever be updated
                          Creater of Btac Remap http://steamcommunity.com/sharedfile.../?id=491313948

                          For questions or help see me on teamspeak @ 223.252.38.169

                          Gankey ind. doing stuff right the first time <3

                          Comment


                            #43
                            Originally posted by Neizan View Post
                            Update ARKDevKit to Unreal Engine 4.9.1, is using a old version: 4.5.1!

                            With UnrealEngine4.9.1 people can test DX12 experimental with command line "-DX12" and more patchnotes,
                            modders can test their mods running with DX12.

                            With UE4.9.1 have particle colision, good improvement for fire particles, snow particles or new partciles of modders

                            More notes:
                            https://forums.unrealengine.com/show...e-4-9-Released!


                            Please keep updated the version of Unreal Engine in the game and in the ARKDevKit
                            They use a custom version of unreal engine based on 4.5. they can add any features they want from newer versions

                            And again i think it's low priority and in my opinion i see no point updating to 4.9 currently.

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                              #44
                              Same custom version can be upgraded with new versions of UE, only add more features and the content can be better. The upgrade is created by Unreal, they only need upgrade his Custom Version with new content. Is my opinion

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                                #45
                                My previously suggested items...

                                To summarize;
                                AdditionalItemList - Here we can place our BPs and be able to spawn them in the game with 'GiveItemNum', as well as being able to specify our starting number.
                                - E.g. We set starting number at 1,000. Then to spawn in our first item; cheat giveitemnum 1000 1 0 false et c
                                - This would allow modders the room to add in items without fear of losing them on the next patch update.

                                Ability to create our own AdminCommands.
                                I really don't care how they do this, but we need a lot more commands.

                                Combat/Battle/Player Logs.
                                The ability to log out all combat in the game.
                                - E.g. Player 1 <TRIBE> attacked Player 2 <TRIBE> with <item, quality> at <[date], time>
                                - E.g. Player 1 <TRIBE> attached Dino <name, tribe> with <item, quality> at <[date], time>
                                Perhaps even give us unlimited scope to adjust this as we sit fit... IE a BP class that the PrimalData links to.
                                Then within that we can add all the different variables into a logging string we see fit;
                                - E.g. Attacking Player/Dino/Turret, Attacked Player Player/Dino/Turret, Date and Time, Online Status, Weapon, Tribe, Location, Login/Logoff Date - Time et c

                                Overhaul of the item system (it is totally *** backwards).
                                There is no need for multiple item files (eg Longneck, assault rifle) when you can have attachment points. Same thing goes for ammo types.
                                - E.g. Weapons should have a single field for ammo: Can Accept Ammo Class: <specify parent class> - None of this **** the way it is setup now.
                                Crop plots should not get their plant location information from the seed. The seed should just dictate growth rates, meshes et c, the Crop Plot itself should dictate where the plant mesh is located and spawned in at.

                                The ability to create Parent Class information... For example, Material types; Stone, Wood, Metal (not talking about the resource files, but the parent material type for dictating sounds and interactivity)

                                FIX THE **** EXPLOSIVE MULTIPLIER TO STONE ALREADY!

                                The ability to Rotate Placeable game objects with the scroll wheel of your mouse or via key presses.

                                And here is major additional overhaul requirement.
                                Redesign all your Structure meshes! There is ZERO need to have a single wall element be in the area of 3,400 Tri's! That is just stupid.
                                Bake out that detail into a Norm/Parallax map or something ffs.
                                If you absolutely want that, make it only load in under an 'INSANE' graphics option.
                                You can reduce a wall element down to 12 Tri's with a very decent normal or parallax texture. How many more can you fit on the screen with that kind of reduction? 283!!!


                                There are a lot more... but lets see them tackle some of this first before I get into the other stuff.

                                .: ETA :.
                                Really simple one;
                                When adding items to Item lists for loot spawns or default inventories... Would be awesome if we could Specify QUANTITY.
                                Instead of having to add the item over and over to get the specified number.
                                Gets a little stupid if you need more than 10 of the same item.
                                Last edited by Sovaka; 09-18-2015, 01:14 AM.

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