Scripts / Environmental effects scripting example

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!nullptr
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Posted: 28th Jun 2015 02:27 Edited at: 28th Jun 2015 02:29
Thought this might be of interest to some.

Some time ago I did a tree shade script that was terribly clunky and long. I did a rewrite that exhibits a 90% performance increase and is triggered only if the player moves. While doing it I also investigated the benefits of water in a "harsh Australian outback" scenario including ambient temperature and water immersion.

I put together this little video to show it in operation. At the moment I cannot package the entire script for use because it is tied to a global but if there is enough interest I could at least show how some of it is done.

I've included the water script (thought this was a funky yet simple piece of code) that utilises a zone drawn around a "billabong" and detects depth to simulate cooling effects.

waterPlane is 535 (I presume it's the same for all maps at this stage?)

Simply draw and resize a trigger zone around your water with the center as close to the deepest middle as possible and attach the water script. (see image below)

Note this code is not for resale as a script but I am more than happy if it is used/modified to be included in a Game Guru project non commercial and commercial.



AKA SisterMatic (Steam)
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Pirate Myke
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Posted: 28th Jun 2015 05:58
Very nice.
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rolfy
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Posted: 28th Jun 2015 07:47
Very cool .....pardon the pun

Would make for great gameplay if rising temp was gradual using a timer and if too long in open areas would dehydrate you taking chunks of life.
!nullptr
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Posted: 28th Jun 2015 07:57 Edited at: 29th Jun 2015 01:59
Quote: "Would make for great gameplay if rising temp was gradual using a timer and if too long in open areas would dehydrate you taking chunks of life."

That's what it's for rolfy.

I have an entire temperature system combined with a day/night cycle that utilises this code. Did a full 2 balancing cycle only recently and my guy died from dehydration in 2 days. It was while doing that I thought of adding the water part to provide some "relief".

Short clip. Rough as. Lots of problems with sound etc. but it was a rough proof of concept with my previous poorly written tree script. Note that the "dawn" effect occurs from about 6:30 and temp and exposure change hourly (7am in this clip)

AKA SisterMatic (Steam)
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Corno_1
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Posted: 28th Jun 2015 12:04
Very nice scripts, very nice layout. You present in a good way what you can do with time and ideas in GG
My dream is to develope games, which makes fun when I create it and fun when other people play it.
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3com
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Posted: 28th Jun 2015 13:10
Really nice mate!!, love ambience,
Miss didgeridoo sound.

3com
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rolfy
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Posted: 28th Jun 2015 20:08
Awesome!

HarryWever
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Posted: 28th Jun 2015 21:06
That is really great.

Awsome work

Harry
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perelect
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Posted: 28th Jun 2015 21:38
Very Nice Work, !nullptr

The cooling effect is a great add in.
and it looks great as well!

It looks realistic, I like the customs tress and a skybank as well.

I may be old, but at least my memory still ....hmmm

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!nullptr
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Posted: 28th Jun 2015 22:16 Edited at: 28th Jun 2015 22:20
Quote: "It looks realistic, I like the customs tress and a skybank as well."

All courtesy of the store mate. Talented people make my life so much easier.

And thanks for the comments people. I'll be working on a working demo WIP soon enough. I just keep getting caught up rewriting script because it can always be.... better than the last one. Coders will know what I mean.

Quote: "Miss didgeridoo sound."

This project will have lots of didgeridoo sound 3 com. In fact the "didge" is a critical game play factor. Just need to find someone who can make me one.
AKA SisterMatic (Steam)
Development/ Gaming Rigs
Sys 1: i7-4770 (3.5)/16Gb/128 SSD/3Tb/970gtx/2 x 23, 1 x 27 LCD - Sys 2: i7/8Gb/670gtx/1.5Tb/1 x 23 LCD - Sys 3: Amd Quad/8Gb/645gtx/1Tb/30" LCD
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