Ahh, right. Completely forgot about that, Sorry Mac ![]()
Location volumes allow you to turn off names but you can still see overhead info like when someone is speaking on voice… I think there should be an option to also disable overhead icons from popping up
If we get the ability to use Ctrl to leave Camera IO like the Security Cameras, I recommend adding OnEnterCamera, OnLeaveCamera, etc. to the Camera IO connections
Currently you have to rely on matching anything to the Auto End Delay, which only works if you intend to use the camera for up to 10 seconds (the max) as theres no way to trigger this event yourself
This would be really nice. Super nitpicking here but I would love the ability to hide everything on the HUD except interactions, so that players can still be prompted for interactive stuff while also keeping full immersion without all the extra stuff on screen.
This is super niche, but could we get an OnToggled output for when the Ice Cream Tub lids are toggled?
Inputting to “Random” here…
I’d love to be able to select a specific result via I/O (button, keypad, etc.)
I’d also like to be able to have the player push a button to go to the next “result” down (i.e. if “Random” is connected to a canvas with four different images, push “Button” to go to the next image.)
(If there’s already a way to do this, pleeeease let me know. )
Lasers and Physics Spawners
Would love for a laser to destroy a meteor ball, but - honestly - I’d love if I could make the lasers actually destroy physics items too.
on Loose Balloon I would appreciate the ability to toggle Float with I/O
Mover Controllable
With the release of the elevator cabin (and a few other things it can be used for), there should be a “GoToCoords” input command. The function tells an object to go to the specific x, y, z coordinates that are input into the query. It would dramatically help in making elevators that go to multiple floors and create reset buttons for condo io games with movable pieces.
Player Input Volume
Having additional functions for jumping and sprinting would help in additional io functions for machines. OnJumpEnd and OnSprintEnd would be helpful in functionality in flying vehicles through movers.
NPCs/Dialogue IO: End Conversation - Forces players to stop talking with the NPC/Dialogue IO
This goes with the upcoming dedicated condo, maybe released sometime in the near future.
LOCATION VOLUME: BUILD/EDIT LOCATION
an option to allow people to either edit or build in that area, with all items in that zone being flagged as apart of it. For example, if you wanted to leave a server running for dedicated condos that’s free build, it would flag the spawn as a place that nobody can edit or build on, or alternatively, you want one specific place to be buildable but the rest of the condo to not be buildable, then you can enable that to be a buildable area.
Grill could use OnToggled, OnLit, and OnExtinguished.
Newton’s Cradle could use inputs for remotely activating/deactivating it.
I’d do anything for an “onLeave” for npcs and dialogue volumes
The ability to have multiple dialogue choices would also be stellar ofc
Media Player: Add to queue. I have been trying to do this automatically but using a mover to push a tape into a tape player is unreliable.
Also: use @logic to control playlist position of sound emitters
OnDamage/Heal for Damage / Heal Volume. Surprised this isn’t already a thing honestly
Made an account so I could come beg for the movement type, static pitch/rotation, and random delay of the night club spotlight to be editable via I/O. I can’t make my cool Tom BetGeorge inspired lightshow for halloween without it. ![]()
Respawn for all of balloon items, please!!
Sometimes balloons desyncs and gets stuck or they’re stuck somewhere hidden making loud noises after being pushed by some large object; so it’d be nice having a button connected to balloons and respawn them all if needed
Can we please get an onEjected event for the physics slot?
Might be a weird request, but I want to do separate things when it picks up an item and when it ejects the item, but currently the only way to do that is to have the events trigger on the button used to eject the item, which feels.. Hacky to me, for some reason.
This might be a tall order, but is there any way we can get some kind of player/SteamID-specific version of the Player Events IO item?
Specific use-case: I’m working on a Tower condo that has a great deal of interactivity, so I want to add an NPC of myself that only spawns in when I’m not around to act as a sort of guide. I’d like to be able to just plop down a Player Events item, slap my SteamID into it in Properties, and then connect OnPlayerJoined to UnHide on my NPC.
Might be a bit niche, but it’d be really, really, really nice, and it’s only going to be more and more handy now that dedicated condos are a thing. ![]()
OK, a couple more and then I PROMISE, I’ll go complain about something else for a couple updates ![]()
- Can you please make teleporter destinations editable via IO, and
- can you please make a Property to set global mover target coordinates instead of relative target coordinates? If that property could also be toggleable by IO that’d also be awesome.
Please see my functional teleporting TARDIS build for a real-world (if really, really niche) example of where these would come in handy.
The TL;DR is that I have to have a different exit door for every destination the TARDIS can travel to, as opposed to just setting the destination coordinates for my exit door when the TARDIS lands, and the TARDIS uses a simple mover to “teleport” its exterior thousands of kilometers away from the mover itself, so being able to tell the mover to go to X:-8700 Y:7000 Z:-108.8 instead of X:9005 Y:280000 Z:49790.38 would be reeeeeally dope, and save me a lot of math lol. Exposing the property to IO is more of a “why not” thing than anything else, but I can potentially see it coming in handy for, like. weird amusement rides, or something. I dunno.