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cr1m3 last won the day on March 14

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  1. It seems that the local portal is containing such function to clear player's inventory.
  2. wip

    It is really well done!
  3. Also i saw your comment on youtube, i don ´t know if you saw my answer so. There should be a presets folder in your project/data/presets and the "HumanAI.pre" (the script that control npc presets). But if you don ´t have it in your map, maybe the map was created before the devs added this script or maybe the latest update removed it, anyway, you can copy the presets folder under : C:\Program Files (x86)\Steam\steamapps\common\Dying Light Developer Tools\Template\data\presets then, paste it in your project/data folder. Make sure it is not under read only in file properties. Also that windows folder options settings are showing file extentions. Cause the HumanAI.pre have a "pre" extention but it is a readable scripting language. Also you can edit it manually by browsing all strings and figure out all Variables and methods with changeable values. Also (easier) , you can use the devtool's preset tool window to edit this script via buttons. But just reading the script while using the presets tool gives you all stuff.
  4. It seems that it is controlled by the quest code ´s ,kill phase associated with a boss to kill. but now for objects i don ´t know. there ´s the damagerecievier class who can check object damage but it seems that melee and guns can ´t affect it. I saw some generator turned off when you shoot on near gas cylinders, when the player shoot the can, it explodes and turn the generator off. i saw this in Darkness below custom map on this video: It is at 3 minutes 15 sec in the video, maybe you ´ll find it useful.
  5. Yeah, it is beta because the light shaft is smaller than the default light but there ´s a light attached to the player that Is not realistic and not scary. Also because there ´s too much scripts and it is confusing When you mod. But it should not harm the mod or map. I hope this is what you wanted to change in your map. For my map i want some kind of alan wake flashlight Effect also a smaller light shatf so that there ´s more jump scares when you are in the dark, also more tension.
  6. Yeah, inside your project there ´s only the inventory_gen_workshop.scr but you need to take the game files into your project. So find the dying light /dw/data0.pak and extract it somewhere with 7zip then, copy the data/scripts/inventory Folder into your project folder. Then find the inventory.scr and edit the first flashlight in the script (Flashlight_Basic)and change the light angle and range. But the game ´s scripts folder is full of files that the mod Don ´t need. I already made the beta mod but i need to remove all files That don't affect the flashlight to keep the project directory As clean as possible. I modified those lines into the Inventory.scr FullLightAngle(15.0); DimLightAngle(15.0); FullLightRange(15.0); DimLightRange(25.0); There's the link for the mod i made:!09BGSB5T!Av5Mob3pIfHdxxDBLCo201KWrFQC-iqCUcRrF20MuOs4 (this is a beta mod so it needs to be cleaned until there's only needed files in it) Look inside red dead planet, how techland devs added The gravity mod during their gamejam because the map creators asked them to apply the mod in custom maps. They added the whole odephysics folder (odephysics game folder) inside the project/data folder of the custom map Then they edited the physicsWalkfly.scr or some script. I mean there ´s only one or two files they modified for the mod but the files are linked with some methods or include And import functions . This is why modding custom maps need all the files that are linked to be applied in the map. Not just one file like in game mods cause game mods Are installed in the game path where all the game files are stored. I mean that we can mod custom maps and add any file we want to modify anything but we need to add all related files That will link our mod to the game or the custom map Player will read the data0.pak files instead of our mod And this will not work when you test.
  7. For the flashlight you can modify it but you need to add new files into the project/data folder. I ´m making a mod exactly for the same reason, i feel like the default flashlight is like a lighthouse . So i managed to modify it in the inventory.scr but you need other files to apply it in custom maps. So it ´s not finished yet but i can confirm it is working.
  8. Did the player is falling under map? Seems like when you spawn under map. I saw some checkbox in the spawnpoint attributes, UseNavMesh for more precise spawns. Also if the player is falling underground, i noticed it never Happen with terrain, only with floor objects.
  9. 1: no 2: Debugpos is always spawning the player at the same point. But you can add many debugpos and then choose Where to spawn in the play with invoke window. And yes, the game should be connected with the tools. compile (generate) the code again then press play and go back to the tools Once the game is running and you should be able the select some phase then press the little guy 's invoke button.
  10. Until the tools get fixed or not, i uploaded all the assets previews for dying light , dlc and data folder. Here:
  11. What is the update about? Is there any release note about this update so that we can know what have been changed also if old custom maps need to be patched of fixed?
  12. Hey, glad you're back. I had this issue before but i thought it was fixed so maybe the latest update is causing this again? But i had a fix:
  13. You need to buy dying light pc version to create custom maps. Pc game and tools are tied together and only techland Can add such custom maps on consoles.
  14. Did you tried to click on document then open map? Cause if there ´s more than one map file, you need to select them manually to load the map.
  15. Make sure that you have two folders in your quest Folder. One folder named as your first map and containing The first map ´s pxsl script And another folder named as your second map and containing the second map ´s pxsl quest script. So your quest folder should contain; Map1/map1.pxsl And map2/map2.pxsl . Now map1.pxsl code should be like: QuestsDefinitions -level=map_01 quest Map1Quest1 -final=false ,BLOCK _ -obj=<<pass through portal>> ,goto _ mapPortal Portal_to_SecondMap -distance=3 And map2.pxsl code like: QuestsDefinitions -level=map_02 quest Map2Quest1 -Leading_portal=map_portal_name_from_first_map -parent=Map1Quest1 -final=false ,BLOCK _ -obj=<<next objective>> ,take _ QuestInventoryItemDi puppet quest Map2Quest2 -final=true -parent=Map2Quest1 ,BLOCK _ -obj=<<last chapter interactions>> And if you want the player to get back to map 1 for doing someting,You ´ll have to continue the code in map 1 with leading portal. Ps, you can try without leading portal, maybe it works without it and just by parenting the next quest to the prevoius one... But if you want the player to return to map 1, change the map2quest2 as -final=false And use -final=true only for the very last quest the player Need to do.