Ravenfield

Ravenfield

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Vecktrex 6 Dec, 2017 @ 4:37am
Ravenfield Tools Pack Beta Edition
This thread will be used to post updates about the beta branch edition of the modding tools.
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Showing 1-12 of 12 comments
Vecktrex 6 Dec, 2017 @ 4:37am 
December 5, 2017

Update

Originally posted by SteelRaven7:
Also updated the Ravenfield Tools Pack beta branch edition (With some features that are only compatible with the beta branch atm, download here: https://drive.google.com/open?id=1u-9bw06Qe88pYQBDgAmSzldzV1X5oDPc )

- Added arm and kick leg model replacement under the CustomActorModel component. This works identically to the existing custom actor stuff. You can base your custom model on the hand rig/leg rig in the folder Models/Characters.
- Added a "Hands no IK for custom models.blend" file that is slightly easier to use when making & rigging custom hand models
Last edited by Vecktrex; 6 Dec, 2017 @ 4:38am
Vecktrex 12 Dec, 2017 @ 10:03am 
December 12, 2017

Beta branch tools update (https://drive.google.com/open?id=1u-9bw06Qe88pYQBDgAmSzldzV1X5oDPc):

- Added bomber to vehicle spawner (Note that running maps with bombers on the current stable build is untested and might break the vehicle spawner)
Vecktrex 4 Jan, 2018 @ 11:15am 
January 4, 2017

Originally posted by SteelRaven7:
@beta-branch Beta versions of Ravenfield Tools with custom vehicle support are now up at https://drive.google.com/open?id=1u-9bw06Qe88pYQBDgAmSzldzV1X5oDPc

Keep in mind that this is still work in progress - some things about your vehicles might break as I update the tools in the coming 2 weeks or so
Vecktrex 5 Jan, 2018 @ 3:57am 
January 5, 2017

Updated the Ravenfield Tools:

- Added missing inherit velocity toggle to Projectile Configurations.
- Moved some misplaced files (If you have used the previous version of the vehicle testing tool pack you'll need to manually delete the files in the Combat folder at Assets\Scripts\Combat to fix a compile issue when updating)
Vecktrex 5 Jan, 2018 @ 7:18am 
January 5, 2017

Update the Ravenfield Tools:

- Fixed a bunch of missing component issues with the vehicle prefabs
- Imported some missing script/prefab files for the vehicle prefabs weapons etc
- Added example vehicle content mod
Vecktrex 17 Jan, 2018 @ 7:26pm 
January 16, 2018

Minor update to Ravenfield Tools Pack beta version:

- Added gizmo lines that draw wheel positions/facing/turn angle for car wheels
- Added gizmo lines that draw the turning angle/clamp for mounted turrets (In some cases this fails, seems to happen to the bearing transform mainly, I need to look more into this)
- Added sanity check to vehicle+weapon content mods. This sanity check only looks for some common mistakes such as having unnassigned seats in the vehicle seat lists etc. I will expand this further with some more common mistakes later.
- Fixed several issues with the official Javelin (Scalpel) weapon prefab
- Some minor fixes to the bundled official vehicle prefabs

Latest version if available here: https://drive.google.com/open?id=1u-9bw06Qe88pYQBDgAmSzldzV1X5oDPc
Last edited by Vecktrex; 17 Jan, 2018 @ 7:26pm
Vecktrex 25 Jan, 2018 @ 8:36am 
January 23, 2018

Ravenfield tools beta version update:

Download link: https://drive.google.com/open?id=1u-9bw06Qe88pYQBDgAmSzldzV1X5oDPc

- Extended vehicle scripts to add countermeasure particle system/sound effect + parameters (Note that countermeasures are disabled by default, so you need to edit any existing vehicles if you want them)
- Added TargetTracker flag to only allow target tracking when the tracking weapon is actually equipped (defaults to true)
- Added ActivateWhenLocked that can be used to display missile locking/locked messages/sounds
- Added two prefabs in vehicles/misc, one for the built in flare countermeasure particle effect + sound, one for the built in missile locking/locked UI canvas
Vecktrex 29 Jan, 2018 @ 9:10am 
January 29, 2018

Update to game and beta version of tools:

- Added texture scrolling (UvVehicleTrackScroll) based on vehicle speed to tools and game.
- Tank now uses this texture scrolling for its tracks
- Fixed vehicle switch setups being reset if auto loading last mod was enabled in options menu
- Fixed vehicle switch text in the instant action menu sometimes displaying the wrong thing
Vecktrex 30 Jan, 2018 @ 9:19am 
January 30, 2018

Update to game and tools:

- Added acceleration values for planes when throttling up/down
- Added optional engine pitch shifting based on current throttle
- Added weapon that auto repairs the vehicle you're seated in (AutoRepairVehicleWeapon.cs) - this can be used to create in-air repairs like Battlefield 1 for example. This feature is untested so let me know if it works or not![/i]
- Added weapon flag that lets weapons fire projectiles from all muzzles at once

Tools: https://drive.google.com/open?id=1u-9bw06Qe88pYQBDgAmSzldzV1X5oDPc
Last edited by Vecktrex; 31 Jan, 2018 @ 6:00pm
Vecktrex 31 Jan, 2018 @ 6:00pm 
January 30, 2018

Tools update:

- Fixed sanity checker reporting a faulty error that some weapons didn't have a projectile prefab (Reported in error for wrenches, melee weapons, etc)
- Added WaterRipple script that was missing. This script is used to play a water ripple particle effect when a vehicle is inside the water.
- Set up missing water ripple script on vanilla vehicle prefabs

Link: https://drive.google.com/open?id=1u-9bw06Qe88pYQBDgAmSzldzV1X5oDPc
Last edited by Vecktrex; 31 Jan, 2018 @ 6:00pm
Vecktrex 24 Feb, 2018 @ 1:56pm 
February 23, 2018

Tools update:

- Added ladder component + texture and material you can use (check ExampleScene for how to set up a ladder)
- Added Water Volume (check ExampleScene)

Note: Ladders can have their end transform set to none, so in the example scene this value is intentionally set to none.

DL: https://drive.google.com/open?id=1u-9bw06Qe88pYQBDgAmSzldzV1X5oDPc
Vecktrex 23 Mar, 2018 @ 2:01pm 
March 22, 2018

Beta tools update:

- Added Damage zone (Allows applying a damage per second, balance damage per second effect)
- Added Speed limit zone (Set the max allowed throttle for cars/boats, between 0 and 1)
- Added Alternate path set (Allows setting up alternate paths for the AI so they spread out more by taking alternative paths between two flags)
- Added Defense Strategies that can be set on each capture point component:
- Default: Automatically defend this point if it has a neighboring, enemy-owned point
- Always Auto Defend: Always auto defend this point
- Never Auto Defend: Never auto defend this point no matter what
- Added one way neighbors (Making it possible to create points that are only defended, and never are used to launch attacks at other points)
- Fixed a missing land/water connection indicator in the neighbor manager

Originally posted by SteelRaven7:
The AI auto defending a point means that soldiers will be placed by the AI commander. IE if soldiers are availble and defending this point is a high enough priority, it will be defended. Because this only influences the AI commander, you can always override it with the battle plan

Link to beta version of tools https://drive.google.com/open?id=1u-9bw06Qe88pYQBDgAmSzldzV1X5oDPc
Last edited by Vecktrex; 23 Mar, 2018 @ 2:02pm
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