API Feedback and Suggestions

Discussion in 'Empyrion API' started by Jascha, Mar 8, 2017.

  1. Exacute

    Exacute Rear Admiral

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    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)
     
    #361
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  2. Exacute

    Exacute Rear Admiral

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    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)
     
    #362
  3. Hroudtwolf

    Hroudtwolf Ensign

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    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
     
    #363
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  4. Taelyn

    Taelyn Guest

    Mods for SP is requested
     
    #364
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  5. Kenny_66

    Kenny_66 Lieutenant

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    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.
     
    #365
  6. Jascha

    Jascha Administrator

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    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.
     
    #366
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  7. Kenny_66

    Kenny_66 Lieutenant

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    @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.
     
    #367
  8. Taelyn

    Taelyn Guest

    The PDA has to be edited with the PDA.yaml. Cant be done through the API
     
    #368
  9. Kenny_66

    Kenny_66 Lieutenant

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    If you edit the PDA.yaml while the server is running does it get reloaded or does that just happen once at server startup?
     
    #369
  10. Taelyn

    Taelyn Guest

    On server restart

    somethings just need a client restart
     
    #370
  11. oshadow

    oshadow Commander

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    Please add CPU points in
    GlobalStructureInfo
    )))
     
    #371
  12. cmwhee

    cmwhee Commander

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    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
     
    #372
    Last edited: May 30, 2019
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  13. Taelyn

    Taelyn Guest

    The API is WIP. Not supposed to be used fully yet. Allot is still missing

    You should wait till Alpha 10 goes public
     
    #373
  14. Kenny_66

    Kenny_66 Lieutenant

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    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.
     
    #374
  15. Jascha

    Jascha Administrator

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    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.
     
    #375
  16. Kenny_66

    Kenny_66 Lieutenant

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    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.
     
    #376
  17. LiftPizzas

    LiftPizzas Rear Admiral

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    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.
     
    #377
  18. Taelyn

    Taelyn Guest

    afaik both no
     
    #378
  19. LiftPizzas

    LiftPizzas Rear Admiral

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    Can I request those then. As an alternative to setting Health levels, a "damage/kill player" function would also work.
     
    #379
  20. Taelyn

    Taelyn Guest

    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
     
    #380

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