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NH disabling/enabling existing objects on condition/fact revealed #482

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3 of 7 tasks
hearth1an opened this issue Jan 11, 2023 · 2 comments · Fixed by #655
Closed
3 of 7 tasks

NH disabling/enabling existing objects on condition/fact revealed #482

hearth1an opened this issue Jan 11, 2023 · 2 comments · Fixed by #655
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fixed in dev Instead of closing issues when you fix them in dev just add this. nice to have Features that could be implemented maybe

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@hearth1an
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hearth1an commented Jan 11, 2023

Feature

Would be nice to have an ability to load disabled props on start or make existing game objects not load on start. This may be useful for story mods especially like when you need to replace any characters dialogue or just replace the characters themselfs without any code. This will give a possibility to control such things with dialogues, facts, texts etc etc.

here's how it could look like

"vanillaGameObjects":
[{
"path": string

  • "disabledOnStart": bool,
  • "revealOnCondition": string,
  • "revealOnPersistentCondition": string,
  • "disableOnCondition": string,
  • "disableOnPersistentCondition": string,
  • "revealOnFactReveal": string,
  • "disableOnFactReveal": string
    }]

Context

No response

@hearth1an hearth1an added the feature Features that should be implemented label Jan 11, 2023
@xen-42
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xen-42 commented Jan 14, 2023

Disabling objects on start already exists (see removeChildren) the other options are a bit too particular and aren't really features in the base game. We could leave this as a wishlist thing.

@xen-42 xen-42 added nice to have Features that could be implemented maybe and removed feature Features that should be implemented labels Jan 14, 2023
@hearth1an
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alrigh, then enabling/revealing things with conditions would be cool

@xen-42 xen-42 changed the title NH disabling existing objects on start feature NH disabling/enabling existing objects on condition/fact revealed Jan 16, 2023
MegaPiggy added a commit that referenced this issue Jul 20, 2023
## Minor features
- Added `activationCondition` and `deactivationCondition` to details,
allowing them to be enabled/disabled depending on a dialogue condition.
Resolves #482.

## Improvements
- If the `path` for a detail is empty it will create an empty game
object now. This can be useful for adding other props to it as its
children.
@xen-42 xen-42 mentioned this issue Jul 20, 2023
@xen-42 xen-42 added the fixed in dev Instead of closing issues when you fix them in dev just add this. label Jul 20, 2023
MegaPiggy added a commit that referenced this issue Jul 20, 2023
## Minor features
- Added `activationCondition` and `deactivationCondition` to details,
allowing them to be enabled/disabled depending on a dialogue condition.
Resolves #482.
- Can now create empty game objects by having a prop detail without a
path.
- Added new day/night audio volume. Switches between two clips depending
on the time of day. Resolves #319.

## Improvements
- If the `path` for a detail is empty it will create an empty game
object now. This can be useful for adding other props to it as its
children.

## Bug fixes
- Black hole vanish effects now tied to the size of the black hole.
Fixes #215.
- Black hole ambience pitch isn't weirdly high for large black holes
anymore. Fixes #226.
- Change system black holes now make a sound when entering them.
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Labels
fixed in dev Instead of closing issues when you fix them in dev just add this. nice to have Features that could be implemented maybe
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