In cases where you might have a flame that isn’t orange in a map, it’d be useful if the Damage/Heal Volume had a setting to change the color of the flame effect that appears with the Fire damage type.
OnRoundInitiated (when the players are spawned in at the beginning of a new round) would be a great addition for initializing IO
(Since OnRoundStart only fires after the first infected in Virus, and I haven’t tested SDNL but I assume it similarly fires after the countdown)
While I’m here, it seems SDNL weapon pickups don’t have the same IO outputs as health/shield/ammo pickups. It would also be good (for all the pickups actually) to have an output for when the pickup has recharged
EDIT: Maybe OnRoundBegin or OnRoundInitialized would be a less ambiguous name for it
I think it would be pretty helpful to have a ‘Game World Time Sensor’ module with events that can fire based on the value of the on-screen timer that most Game Worlds have, and maybe some outputs that can affect the timer in some way.
I’ve outlined my ideal version of an item like this below but basically anything to make time-based events a bit more straightforward to implement would be nice.
Events
OnTimestampReached
Can assign a timestamp (ex. 0:44, 1:30) to each output. When the round timer reaches that timestamp, the outputs tied to it will fire.
- In modes without a visible timer (Minigolf, SDNL game types) this would check the timestamp of a hidden count-up timer that starts at the beginning of each round and stops when the round ends
OnPercentRemaining
Can assign a percentage (0-100) to each output. When that percent of the round timer has counted down, outputs tied to that percentage will fire.
Properties, toggles, etc.
- Set timer to track (would be useful for Minigolf and Accelerate, which have a secondary Hurry Up timer)
- OnTimestampReached: Disable in modes with [count-up / count-down / hidden] timers
IO Actions
- Activate/Deactivate: This item does nothing when deactivated. Useful if you only want it enabled on select rounds/levels
- AddTime / SubtractTime: Changes the value of the current round’s timer. Would allow you to set up events that extend/shorten the length of a round
Stuff this could do:
Pretty much all of the same stuff that you can currently do with the Game World Events and Timer Modules, but a bit cleaner and with fewer IO connections / other items required
- You can already trigger events X seconds after a round starts with Game World Events and timers, but that’d also be possible with just one of this item
Events that always occur at the half-way point of a round
- Currently would take extra effort to get working in Ball Race maps, where each round can have a different length
- Would also be useful for other modes in the future if Game Types are added that change round lengths, or if server hosts get the option to change round lengths manually
“Hurry Up” music for Game Worlds that don’t usually have that
- Ex. Mute music with the Music Manager. With the Game World Events module, play a Sound Emitter with custom music. Then, when the timer reaches 0:30, fade it out and play a different Sound Emitter with the hurry up music
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- You could use the toggle to ignore modes with hidden timers to disable the hurry up music in SDNL’s endless game types
Miscellaneous time-based level gimmicks
- Ball Race map where each level has an unreasonably short timer that can be extended with AddTime by pressing buttons
- Virus map with secret passages that open up after 90% of the round has progressed that Survivors can walk through to escape
- Other cool stuff probably
I’ll be going through this thread very soon again and adding what I can to the level editors.
We are close to releasing the Minigolf Map Maker and right after that the Ball Race Map Maker.
Is there any potential chance for Ball Race Map Maker to also be getting some upgrades or new tools in the future? So far it seems that the Minigolf Map Maker is the most advanced/biggest one of all but I think people making maps for other Game Worlds might also appreciate some extra tools if there is any plans on that. Obviously not hating the work as the mere fact that there will be custom map creation tools for all Game Worlds at all is by itself amazing, so this stems more from mere curiosity more than anything else. I’m definitely looking forwards to future of Tower Unite and PixelTail team’s plans for the future updates just as much as the rest of the players
Even if we don’t get dedicated tools, due to both games making use of ball physics I think we can assume most track piece tools (these makeup the majority of the Minigolf SDK) will work for both the Minigolf and Ballrace SDK if set with proper parameters and scale.
I’d like to see custom spawn points get a Fire Once
toggle and associated reset I/O. This feature should enable us to seperate all players to their own spawn on round start. (for the purpose of creating minigames)
Edit: Canvas Spline Tubes are also something I’d like to see. I think this would be an extremely versatile part for many condos and upcoming SDK maps.
Canvas tubes are in for Ball Race. It’s one spline tool for various Ball Race things such as tubes, platforms, and rails.
Some IO events for the Minigolf SDK items would be nice. Especially these ones:
Start Pad:
- OnHoleStart
Flag:
- OnPlayerFinished
- OnHIO (maybe events for the other scores too?)
- OnAllFinished (all players done, transitioning to next hole)
Out of Bounds / In Bounds / Water Volume:
- OnOOB
- @CameraOOB (when a player goes OOB, their view is switched to the connected Camera IO, then returns to normal after they respawn)
I didn’t realize this post existed, I made a post recently asking for a new trigger to override lobby settings:
The Minigolf Friction Volume should have a much higher max friction amount. I wanted to add sand traps to a course I’m making but even the max value of 10 is barely noticeable, to the point where I initially thought it wasn’t doing anything.
Supposedly they weren’t working at all until the hotfix
Just doubling this up here.
The Minigolf Editor should probably have some kind of no collide volume for when balls collide is enabled. I’ve played just a few maps with this mutator on and its caused some issues.
Can we have the testing minigolf ball in the workshop editor to have the same physics as the game world variant?
It could help a lot so you don’t need to open up the test mode over and over again
A few assorted ideas for Zombie Massacre maps that might be cool!
Objectives:
- Sub-objective type where you have to protect a target with limited HP that the zombies try to attack (could have this along with or instead of the charge radius)
- Sub-objective type to guard an area for X seconds which fails if too many zombies enter the area
- IO output to fail a round, useful if a sub-objective has a fail state
- Setting to make specific objectives mandatory to finish a day (helicopter won’t land until completed)
Zombies:
- Some way to instruct them to walk off ledges (this would be helpful for Virus horde mode too!)
- An IO event to manually spawn a zombie (with some way to specify the type) at a zombie spawner
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- Could also have a toggle on the zombie spawner to not auto-spawn zombies, so that you could have zombies spawn at a specific spot only if a certain event happens
- A module/zombie spawner setting to pick which zombie types can/can’t spawn on certain days
Camera:
- Toggle on items to visually fade when between the player and the camera (like the overpass in Trainyard and rooms in Acrophobia)
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- Would make interior areas a lot easier to make (would be helpful for Minigolf/Ball Race maps too!)
Custom Stuff:
- Custom/Hidden escort vehicle (basically a hidden helicopter that you can connect a Camera IO to for the end-of-day camera)
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- Could be used to have cars or boats or whatever really in place of the usual helicopter
- Maybe a way to replace the model for specific zombie types with workshop playermodels?
For the camera suggestion specifically, I think an elegant way to do this would be an IO module that you can place and wire a “@fade” connection to.
It would be way too time consuming to add a fade toggle for a lot of items, so this would be best I think. Would probably also be quicker to do for the map maker.
Unfortunately this isn’t possible without having to redo all the shaders in the game. I can make it so the items pop out of visibility, but not fade.
I already worked on a Fade Module for this purpose.
It would be cool if the ZM Zombie Spawner could also work in condos, assuming it can’t already. Would open up some cool possibilities!
To add on to Cobalt’s suggestion, I generally hope that more Game World specific items can be enabled for Condo use as well though to be honest - Say, Ball Race bumpers, black holes, bouncy stars and other similar things. Maybe Accelerate boost pads that could be usable with item versions of Accelerate vehicles and RC cars, etc. - These are just a few of the ideas though. In general, having Game World items in Condos would enable even more creative uses of them, devs, please give this a consideration, thank you!