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  1. #11
    lazerhawkill..... i also want this but there would have to be some exuberant alterations to the base programming and it may be wayy too $$ . YES i would love to see the group selection script but think of how player would interact with your collidable objects...itd be a game crasher - pc would be the people to talk to. im ps4 and assume pc can handle mods like this...

    with just the last update and all the new physix - it has increased potential to ruin a subjected complex map - so the result is now your map may have more pzazz but you cant keep it highly detailed and/or condensed. I have found a happy medium with the new tu1.10 but im not sure about the stability on ps4. just the alien ai alone in a full map causes studdering and a zombie yeti = crashbox if you look at it , I still am a fan for what your saying - try asking fallen.ninja he has the hook on mods ")

    im also going to include some IP type scripts for you and the comm as follows below:

    TRACTOR BEAM- try a series of small trigger zones up an invisible shaft to a map art ufo or ship etc.
    trigg plate 1 rule = teleport 1 space above trigger plate 2, trigg plate 2 being just above max jump height..
    trigg plate 2 rule = teleport 1 space above trigger plate 3, trigg plate 3 being just above character height..
    and so on building up your spaces - keep in mind the more increments you have the more realistic the illusion will pull assuming the triggers are stackable..
    try the above in a horizontal manner for a hyper walk perhaps in space towards and though a sci-fi fx torrent collision (worm hole)
    you could even try a loop so one will get stuck in it forever- I call this a noob trap
    so as you see there are some kewl things to do with the scripts - you just have to make them, keep in mind I have not even tried solo/coop yet but in my minds eye from what ive read and seen there is a lot you can do here.. oh yeah one more ip

    TRACKER ZONE - consists of a checker board of trigger plates that spawn an x in the air so as the enemy crosses the field he leaves a trial of x's behind him- should be easy to do..

    one more? yes im thinking... ok so I just perused the above link by steve64b- has all the scriptable obj listed and as I saw most are the ghost obj so that's means if you really want to make a stop motion spaw series like having a car look as if it were flying? you may need to make it out of what is listed as spawnable and singularly script each movement(spaw and despaw) and combine all pieces to each movement as you cross a long trigger path unless they can be linked? it would be kool but costly to the map- try a flying ship made of detrux obj spawnable - this is leading to a duck hunt type map but next!

    what we also need is mp scripts but it may eat more grid on us so I dunno, I think we have to ask a numbers guy - im an artist at heart and know math counts before art - so yes I wish we all could fly but the jet gas is $$ ya know?? same idea for video games - just because one illusion seems easy to pull does not mean the next is free- we may have to wait for fc6

    in the meantime do digital arson to your map - script and deet it to the allowable max.. show us how big a fire you can create with one trigger!!- just have fun with what you have now kids, believe me when I say this- ubi trix you into believing what you say helps the game- don't kid yourselves- they are way ahead of us and the whole community involvement is a sympathy hug to make you feel important. sorry to be real but think about it. I have proof - I made an ip zone volume for teleport 1 day before the new update with no knowledge of the update the next day I see they made teleport (in a different fashion than I would have) and so that tells me they have serious talent driving the editor now- YES they have the technology but the customers are not ready for it and like life -its a WIP ")
    below is the teleport volume draft I made- keep in mind this could have been their result in a neighboring timeline but they went econosoft with it and gave us the basis for a teleport zone with a single trigger and tspaw- you need to add your own fx and their is no gravity volume yet.. TVA is the trigger and TVB is the teleport spawn in simple translations..
    if you see where I went with this draft I was enabling a more user friendly but more complex dynamix system capable of making faux worm holes just by placing 2 volumes- no triggers or scripting all plug and play
    I think ubi needs more plug and play more user friendly-ness so we don't have to end up on pc hacking the game!!
    lets see what yall come up with and thank ubi for unlocking the door.!! ")
    ubi -please fix the damn selection tool and camera scrolling - its fuqqing unbearable!!
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  2. #12
    Awesome addition to the existing tools UBI, really really appreciated.
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  3. #13
    PLEASE give us scripting in Multiplayer.
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  4. #14
    (De)spawning objects really needs to be addressed. It literally is pointless. I just want to make doors open etc
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  5. #15

    Spawn or unspawn objects

    We need more items to accessible for spawning. Like doors and generic objects. Some we have the option of using it. Most of generic shapes it doesn’t apply.
    Please help us all
    Out.
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  6. #16
    Originally Posted by Heath_Deadger Go to original post
    PLEASE give us scripting in Multiplayer.
    I think that could get very messy but I reckon the validation and budget would keep things in line so far as the actual map. Going online with another 11 players tho and scripts changing stuff like time of day might just open a doorway to a plethora of online problems for everyone.
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  7. #17
    SPYmaps's Avatar Member
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    O my God!
    This was THE main reason why i left after i finished my first Far Cry 5 map, to went on with mapping
    with other games. Because there was no scripting options at all with this game. And just now i thought;
    lets see how things are going here. And what do i see, SCRIPTING !!!!! O WOW!!!

    So, this means FC5 mapping again. And i see all NPC's have been added from the DLC's, just as the weapons!
    In the beginning it was only assets of DLC, not the other stuff!
    SO< WOW WOW WOW!!!!

    Thanks Ubisoft!
    Leon
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  8. #18
    Scripting is awesome, please add spawnable/unspawnable doors or maybe a line of code to allow them to be locked and unbreakable on all platforms.
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  9. #19
    So is this scripting tool just limited to making things appear and disappear, and teleporting? Or is there much more to it. I watched a quick video on this and it seems very limited. do we know if the game will get any further updates for these scripts? Seeing a scripting setup like what DOOM's editor had would be awesome!
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  10. #20
    Steve64b's Avatar Senior Member
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    I may have found an annoying bug with scripting: spawning in duplicate objects in a script will internally all still point to a single object.
    This causes problems when you want to link the spawned objects to a "Trigger Event" trigger.

    The video below demonstrates what happens when I spawn 3 identical Destructible Dynamic Particle objects, and have a script set to trigger upon destruction of all 3 objects: In the editor, the trigger event script correctly points to each individual object initially, but on Play/Explore (Save?) soon gets confused & ends up pointing to a single object.


    For TL/DR: Trigger Event is linked to multiple objects (0:18sec), but after playing it's only linked to 1 object (0:42sec).

    So, best be sure to only spawn unique objects per script if you want to use the objects for further scripting purposes.

    Originally Posted by tomsc02 Go to original post
    So is this scripting tool just limited to making things appear and disappear, and teleporting? Or is there much more to it.
    It's relatively limited, but still allows for some nice effects when used properly. Scripting actions available by default:
    • (un)spawn object
    • (un)spawn AI
    • teleport player
    • Spawn object with lifetime
    • Set time of day
    • Delay
    • Set fog
    • Set objective marker visibility
    • Change music theme

    My Editormod (exclusive for PC) also exposes some extra options, like "Change HUD objective", "(un)Lock player input", "Force equip weapon".
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