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Hi Onionsquid ! Would it be possible to add these in the package definition each time you update ? : 

in Sapienza :

[assembly:/_pro/scenes/missions/coastaltown/tod_summer_day_clear.brick].entitytype

[assembly:/_pro/scenes/missions/coastaltown/tod_summer_night_clear.brick].entitytype

[assembly:/_pro/scenes/missions/coastaltown/tod_ebola_night.brick].entitytype

[assembly:/_pro/scenes/missions/coastaltown/tod_summer_morning_clear.brick].entitytype

in Marrakesh :

[assembly:/_pro/scenes/missions/marrakesh/tod_summer_day_clear.brick].entitytype

[assembly:/_pro/scenes/missions/marrakesh/tod_summer_night_clear.brick].entitytype

in Bangkok :

[assembly:/_pro/scenes/missions/bangkok/tod_summer_evening_clear.brick].entitytype

[assembly:/_pro/scenes/missions/bangkok/tod_zika_night.brick].entitytype

in Colorado :
[assembly:/_pro/scenes/missions/colorado_2/lighting_dusk.brick].entitytype

[assembly:/_pro/scenes/missions/colorado_2/lighting_day.brick].entitytype

in Hokkaido :

[assembly:/_pro/scenes/missions/hokkaido/tod_winter_twilight_clear.brick].entitytype

[assembly:/_pro/scenes/missions/hokkaido/tod_flu.brick].entitytype

in Santa Fortuna :

[assembly:/_pro/scenes/missions/colombia/scenario_hippo.brick].entitytype

[assembly:/_pro/scenes/missions/colombia/scenario_anaconda.brick].entitytype

in Mumbai :

[assembly:/_pro/scenes/missions/mumbai/scenario_mongoose.brick].entitytype

[assembly:/_pro/scenes/missions/mumbai/scenario_kingcobra.brick].entitytype

I have a plan for something cool ;p

And maybe a new folder to put some non-contract json (for custom entrances) ? 

Let me know and thanks again for your work !

Unless you have word from somebody at IOI that these bricks are officially supported, I would prefer if you just add these entries in your content pack. I don't want the responsibility of keeping specific bricks alive in the framework!

You can look at the offline elusives pack on how to add packagedefinition entries from a content pack, it is at the end of __init__.py. If you think the resources could ever be used by  other content packs, maybe also add a check if they are already registered to prevent double-registration.

These are internal bricks used by the game in their respective levels. I would assume IO supports them, as otherwise every level would have the exact same default lighting.

I would fear that loading in two lighting bricks causes issues, so you would need a base scene without lights as well to use them from a contract.

Did somebody test using these scenes from a contract and verified that does not cause problems? Or do you need the registration for something else?

From looking at the Sapienza ones, it seems that the intended way to use these bricks is to use them from scenes, not from a contract. That does not require a registration in packagedefinition.txt and is already supported by the current version of the framework.

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I've already try, and it works quite good. You just have to restart the level and the lighting works well. So I can add for some missions the time of the day you want with live tiles ;p But you have to add them in the package definitions to add them as simple bricks into the jsons in bricks[ ...] but it works !

I found some problems with the kill conditions of The Kerner Disquiet in the Paris escalation contract. In addition, there is Hokkaido escalation contract 161-The Dexter Discordance 1. When I complete the task, the exit will not appear. I think there is a problem with the event id referred to by "EnableExits". Please pay attention, thank you. 

At present, I have successfully modified it myself, and look forward to your repair, so that I don’t have to repair it every time I upgrade.

I also need to ask:sometimes I want to edit a contract. I need to obtain certain items in the contract to start the next task. I need to show the location of the item on the map UI. What should I do?

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Yeah after 400 missions ported, it's possible that I've made a mistake or two...Thank you for letting me know for the exit, I will update it (a massive update is coming). I don't think I can do something for the kill condition since it was ported from hitman 2016 and the condition doesn't seem to exist in H3 I imagine. Unfortunately, I don't think it's possible to show the item to pick on the map without a brick... I've not succeed to show it myself sorry

Here are some of my suggestions for modifying the kill condition:

In json, the statements related to the kill condition are as follows:

        "TargetConditions": [

          {

            "Type": "weapontype",

            "RepositoryId": "d075aa8e-f334-4fa1-880f-525b0e531ec6",

            "HardCondition": true

          }

        ]


This is a condition for using a shotgun as a weapon, but it cannot be displayed correctly on the UI. I tried to change it to the following and it can be displayed.

        "TargetConditions": [

          {

            "Type": "killmethod",

            "KillMethod":"shotgun",

            "HardCondition": true

          }

        ]

It's fixed !

Ok, I will see what I can do then. Maybe the framework should just add all scenes and bricks. Then it does not look like I support anything specific!

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Perfect thank you ! It can help you for the lighting bricks  : https://docs.google.com/spreadsheets/d/1-VCXZCIVee_3YvUSUXIqKoU42VIVF4NldSiRoX2r...

I missed the custom entrance question: that is already possible, see Training and Untouchable missions in unrestricted loadouts. Both use the original entrances, but need to register them again as they use a different scene. Untouchable also changes the ids to remove the restrictions on the original entrance.

To add new entrances, you of course need to add new spawn locations in the scene as well.

Sorry I was unclear. I was just asking a folder that just will include entrances Json in the jsons folder before repacking (but not changing anything else, just to put them in the folder before repacking).But it's really not important, it would just save me time ^^

I have these files (with these id's) to put in json folder each time :

https://drive.google.com/file/d/1QxYPokxu3cTLxO26VATLm-yOWbORGw62/view?usp=shari...

You can just build a rpkg and install with patch number below 100? The framework should be compatible with most rpkg mods.

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Yeah good idea, I don't know why I didn't think of something simpler like this  ! So busy thinking about building the perfect patch that I did not think about creating an another one... ;p

I added an option to the modder tool so you can have your perfect patch.