Dying Light

Dying Light

YOUR DYING LIGHT WORKBENCH
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How do I make a proper interior? (to protect Volatiles)
I'm making a map featuring Volatiles in an enclosed location, and I want to know how to make a proper interior or dark area so that the Volatiles don't burn during the day. I've tried making closed rooms before but the Volatiles still burn.
If this is possible and anyone has any helpful information, please leave a comment.
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Showing 1-11 of 11 comments
doomguy 8 23 Mar, 2021 @ 4:11pm 
head over to the discord https://discord.gg/3SMgAuB6 and ask there
F3AR_E4TERdotexe 24 Mar, 2021 @ 7:31am 
Originally posted by doomguy:
head over to the discord https://discord.gg/3SMgAuB6 and ask there
I don't have a discord account, and even then, I'd rather make use of the preexisting Steam discussions for simplicity and straight-forwardness.
I do, however, appreciate your suggestion.
doomguy 8 24 Mar, 2021 @ 3:52pm 
ok, purist. note i was one. until i found out most info is not on steam.
1- find the "night area" asset in the data folder inside the tools. place the volies inside and they wont burn.
2- check the wiki for any other info http://dldt.byethost16.com/wiki/index.php/Main_Page
Last edited by doomguy; 24 Mar, 2021 @ 3:52pm
F3AR_E4TERdotexe 24 Mar, 2021 @ 4:13pm 
Originally posted by doomguy:
ok, purist. note i was one. until i found out most info is not on steam.
1- find the "night area" asset in the data folder inside the tools. place the volies inside and they wont burn.
2- check the wiki for any other info http://dldt.byethost16.com/wiki/index.php/Main_Page
Aside from your mild rudeness, I greatly appreciate your response. I'm still unfamiliar with the tools, and it would have taken me quite some time to figure out the solution with my current knowledge. Thank you for your help.
doomguy 8 24 Mar, 2021 @ 4:43pm 
just messing around, sorry. i know it's nice to keep the least minimal things to check, apps, websites, forums, etc, but i propose discord because it's where most the of the few people, that still develop, for dying light are at. but you're free to do whatever you want. its no problem replying here - check out the wiki, hopefully it's helpful, and my youtube channel as well https://www.youtube.com/channel/UCoxut8GGTvnZ4ZizvMYv--Q

regards
Last edited by doomguy; 24 Mar, 2021 @ 4:45pm
F3AR_E4TERdotexe 24 Mar, 2021 @ 6:13pm 
Originally posted by doomguy:
just messing around, sorry. i know it's nice to keep the least minimal things to check, apps, websites, forums, etc, but i propose discord because it's where most the of the few people, that still develop, for dying light are at. but you're free to do whatever you want. its no problem replying here - check out the wiki, hopefully it's helpful, and my youtube channel as well https://www.youtube.com/channel/UCoxut8GGTvnZ4ZizvMYv--Q

regards
I apologize for misunderstanding; it is mostly guess-work when identifying the tone of a statement in text format. Now that I understand, it gave me a chuckle.
Once again, I thank you for your help. I'll be sure to stalk you check out your channel and workshop.
I have considered getting Discord due to the heavy use of it, but I currently have not even ventured to the site.

Sincere thanks.
doomguy 8 24 Mar, 2021 @ 7:07pm 
stalk away. :D and feel free to ask anything.
F3AR_E4TERdotexe 4 Apr, 2021 @ 10:06am 
I hope you don't mind, but I now have a few questions.

How do I set it up so that players lose their items and are given whatever items I choose? In the Bozak Horde and Hellraid, players lose their items (which are placed in the player stash). In the example map for the Dev Tools, the map is set up so that the player is given a few weapons and all of the skills. How do I decide what players have?

How do I change attributes? For reasons unknown, some of the presets for interactives (PhysicalSwitchDI) have the "Render Mesh" attribute set to false by default. One of these is "IT_using_keys", which is a door that is opened with a unlocking animation.
doomguy 8 4 Apr, 2021 @ 10:53am 
1 - the way i did it is using ,inventory-to-depot this moves everything to the stash
then to give players whatever items you want, use ,give-weapon

you can take a look at quests built into some custom maps, going here http://dldt.byethost16.com/wiki/index.php/Harran%27s_Archaeological_Site, for example
its a good thing to do to see how some things are done, even to get ideas

you can also take a wquick look at the phases list available, here: http://dldt.byethost16.com/wiki/index.php/Phases

some have descriptions, or you can even test some stuff out just by looking at the phase names.

theres also the starting player config, to start players off with x items at your choosing - you can set up levels as well.

http://dldt.byethost16.com/wiki/index.php/Player_Configuration

there's also http://dldt.byethost16.com/wiki/index.php/,move-inventory ,move-inventory which i haven't used but sounds relevant


2 - does the interaction not work when you test the map?
Last edited by doomguy; 4 Apr, 2021 @ 10:55am
F3AR_E4TERdotexe 4 Apr, 2021 @ 1:31pm 
Originally posted by doomguy:
2 - does the interaction not work when you test the map?
Interaction works, but the "render mesh" attribute is set to false, so it is invisible.
doomguy 8 5 Apr, 2021 @ 6:20pm 
it might be that you aren't actually supposed to see the door for that trigger, or any other trigger that has "render mesh" set to false, for thqat matter. the way you do the key thing on a door is you place down a door DI and then change the door's behaviour to be ClosedUnlockableWithKey through script ",set-door-behaviour". when the player then uses that door the key animation plays on that door.


im not sure why the key animation is there for us to place down, but it sounds like the script we write attaches the trigger to the object, might be true for all "render mesh" false triggers - its what it all seems like - i hadnt noticed that tbh
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