
- Stonehearth game small text mods#
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BUT if you don't want to save this data, there is a checkbox you can mark to ignore this step.
When you leave a scene, all of your hero objects in that scene are saved so that when you come back, they are in the same position and state as they were when you left them. And there is an easy-to-use action for this. This is great for player characters, main camera, and UI elements.
A persistent object will appear in all scenes.
An alternative to moving a hero object from one scene to another is to make it persistent. Have the camera in the new scene match distance from object / camera in old scene. Pick a direction for the object to face. Move a hero object from one scene to another. Let's take a look at a few features of the HeroKit scene controller: Action 1: Show Dialog (could have branches, but not listing for brevity). Event 6: Talk to Player (runs if player clicks on NPC). Action 1: Play SE (say something to player). Event 5: Interact with Player (runs if NPC AI = 2). Action 1: Animate NPC (chatting animation). Event 4: Interact with other NPC (runs if NPC AI = 1). Action 2: Else Is NPC near Player? If Yes. Action 0: Is NPC near another NPC? If Yes. Event 3: Track other NPCs and Player (runs if NPC AI = 0). Event 2: Navigate to Store (runs if NPC Location = 2 & NPC AI = 0). Action 0: Move to Position (Restaurant). Event 1: Navigate to Restaurant (runs if NPC Location = 1 & NPC AI = 0). Action 0: Move to Position (Blacksmith). Event 0: Navigate to Blacksmith's Shop (runs if NPC Location = 0 & NPC AI = 0). State 1: NPC In Town (add model for NPC so that it is visible). Action 1: Go to State 1 (unloads State 0, loads State 1). State 0: Init NPC (no model so that it is invisible). Int 1: NPC AI (0=do daily tasks, 1=talk to other NPC, 2=talk to player). Int 0: NPC Location (0=go to blacksmith, 1=go to restaurant, 3=go to shop). Thanks for reminding me that there is a pathfinding action that I need to add: Move to Position.įor your scenario, I would create a hero object called NPC with these variables, states, events, and actions: There are many more features that I'll write about soon.Ĭlick to expand.Absolutely possible. You can also customize how it spawns and more. Are nested perfabs a pain? With HeroKit, you can attach a nested prefab, spawn it at runtime, and it will work fantastically. No need to delete an old game object and instantiate a new one. This will transform your game object into a completely new item. You can swap out the HeroKit object on a game object at runtime. This is great if you need a horde of similar items in your game.
You can assign a HeroKit object file to as many game objects as you want.
HeroKit Objects are not created on game objects like every other visual scripting tool we've tried. Organize data in sensible stacks, not messy wireframes and nodes that end up looking hideous if you need more than a few simple actions. Stonehearth game small text code#
100% open source, well-documented, high-performance code that is easy to modify and expand. There are dozens more, but to get the party started. Renderer.This is a small sample of features that already exist in HeroKit. Stonehearth game small text series#
Renderer.renderer | Display device 4: AMD Radeon R9 200 Series
Renderer.renderer | Display device 3: AMD Radeon R9 200 Series Renderer.renderer | Display device 2: AMD Radeon R9 200 Series Renderer.renderer | Display device 1: AMD Radeon R9 200 Series Renderer.renderer | Display device 0: AMD Radeon R9 200 Series Renderer.renderer | Error trying to create glfw window. Renderer.renderer | GLFW Error (65544): Win32: Failed to set video mode on adapter \ (error: -2) It looks to me like it may be crashing on your video driver, but I am not certain.Anything else is a third party mod, please remove this while we troubleshoot.
Stonehearth game small text mods#
Could you please check what files are in your mods directory? There should be only 4 files, radiant, stonehearth, rayyas_children, and rayyas_children_ui. There are mods installed on your system.