For the statistic for death (ie. triggering when someone is killed), I would love to be able to tell with *what* they died.. For instance in the case of being shot, by what item.. Or dying from status effect, what effect.. (etc)
For the window you can open to the player, containing items: I would love for the following to be possible: -Runningly update title, description, button -Runningly update a specific field (ie. being able to remove/place an item, in the window-grid) -Event for when a player clicks an item -Event for when a player adds an item -Event for when a player removes an item -Ability to lock specific parts of the grid (ie. player cannot remove/add items to this/these slots -- 'click' event would still trigger) -Ability to add 'dummy button(s)' to the button (where currently it's like 'close' (Or whatever you opt to call it)) Clicking this/these 'dummy buttons' sends an event, but doesn't do anything on their own This can be used to make 'poor mans GUI', aswell as allow for more complex interactions with the player. (An example would be the possibility to make a 'trade-window' between two players)
Hi, I would very love to create mods for singleplayer mode. A mod manager system, I would be also appreciate. It should be possible to manage mods per savegame. Best regards Hroudtwolf
Would it be possible to expose the market system in the API? This would open up the possibility for Quests/Missions involving taking jobs from the marketplace that require them to take a load of X ore to planet Y, pick up payment A and bring it back to planet B. Upon mission completion they get paid.
Hey, as far as I know this should be already possible with the PDA. But with A10 maybe that would be a lot easier as mod.
@Jascha I'm looking through the API documentation and I'm not seeing how you can update the PDA screens or missions from the API, or are you talking about static missions in the PDA config files? If there's a way to dynamically add missions to the PDA that would be awesome.
If you edit the PDA.yaml while the server is running does it get reloaded or does that just happen once at server startup?
in Eleon.Pda.ActionData, we have an AllowManualCOmpletion, but there doesn't seem to be a way to check whether or not the action has been completed (other than listening for the completed signal on the player's current structure) can we get an Code: bool isCompleted() ? reason: I'd like to offer the players the ability to use the PDA as a UI to systems
The API is WIP. Not supposed to be used fully yet. Allot is still missing You should wait till Alpha 10 goes public
Now that we have the ability to do a client-side mod, would it be possible to add the ability to disconnect the client from the current server and reconnect them to another server to more seamlessly facilitate cross-server warps? The ultimate would be to have it look to the client like just another warp jump.
I don't think that the mod itself will help you much with that. At least not more as it was possible before. The client mod would also be not the right entrance for this, rather the playfield or dedi mod.
I was thinking more along the lines of giving the Client-side mod the ability to log the player off and reconnect to a different server, which would be triggered by communication from the Server-side mod when they issue the right command.
Is there a way to access the atmo density in the player's environment? Also is there a way to set player's health. It looks like modApi.Application.LocalPlayer.Health is read-only.
Can I request those then. As an alternative to setting Health levels, a "damage/kill player" function would also work.
You can do it with the concole requests in the api Atleast that's how I do it. Believe eah is something something in the same lines. Not sure