Anyone made a MOD / plugin for Random Loot in FC5? I'll assume not.
In FC4 I was making levels inspired by the Airborne drop... A la MOH Airborn / "Battle Royale" where you drop in a level by wingsuit..
https://forums.ubi.com/showthread.ph...ll-Episode-01)
https://forums.ubi.com/showthread.ph...ll-Episode-02)
but the fun part is stripped out when you know where all the weapons are. I'm disapointed to find out Ubisoft didn't add this feature.
I have some C# experience when the hashes and docs are around, I unfortunately don't have enough time or experience with this particular case. However I'm willing to drop a 10$ paypal payment to whoever is willing to take this
- Entity is spatial, we have an icon visible to select it in-editor
- The entity will pick a weapon to spawn and place it at the 0,0,0 of its spatial, triggered OnLevelBegin
- We base the RNG from a cost-based method. IE 50 for weapon X / 150 for weapon Y / ETC
- We can customize this setting from the options in-editor
- Compatibility: This Entity is lightweight and included in the levels when submitted so anyone with the level will get it without issues
- [optional] We could have a random attachment / paint attached to these weapons as a checkbox option
- [optional] We could have a variant for health / armor / ammo / throwables
I think the most doable way would be to try and make something through a scripting workaround.
- Entity is spatial, we have an icon visible to select it in-editor
Sure, no problem.- The entity will pick a weapon to spawn and place it at the 0,0,0 of its spatial, triggered OnLevelBegin
- Compatibility: This Entity is lightweight and included in the levels when submitted so anyone with the level will get it without issues
MOD objects can be put in the map from the start without problem, they just can't be spawned. Only vanilla archetypes can spawn in, unless we have a way to inject custom archetypes into the map files.- We base the RNG from a cost-based method. IE 50 for weapon X / 150 for weapon Y / ETC
Wish we could do RNG at all...- We can customize this setting from the options in-editor
I tried adding additional CustomProperties to the IGE, didn't seem to work.- [optional] We could have a random attachment / paint attached to these weapons as a checkbox option
Phew, requiring work on both binding into the engine as well as the editor GUI. If I knew how to do that... :P
- [optional] We could have a variant for health / armor / ammo / throwables
If we can pull off the above, I'm sure this would be possible too.
For example, put some AI in a battle pit, and have various on-kill triggers; whichever AI dies first will spawn 'their' linked weapon & despawn the other AI.
For example, put some AI in a battle pit, and have various on-kill triggers; whichever AI dies first will spawn 'their' linked weapon & despawn the other AI.
That's the most hillarious Level Design Hack I've heard my entire life for some RNG. Bravo.
That's unfortunate to hear, I have to admit I thought about dumb scenarios but the fighting pit might be the best.
Man I'm still laughing.
In FC 4 I tried weird methods like throwing a grenade in a squeeze full of weapons and whichever weapons got to you, you could pickup.
Unfortunately the AI will cause some limitations on how many of them can be placed in Wave 1..
I want to hear more #LevelDesignHumor theories on how to make a RNG concept for this.
- Spawn several destructible objects of same type, height, over flat terrain and clear whichever ones didn't hit (break on impact) first... (would that even always return the same one?)
My editormod may have some interesting objects too, including invisible fire stim ready to spawn, plus an Animation Point that has AI set themselves on fire. You could have a suicide brigade & wouldn't need to use the battle pit idea.