Hunt Locations and Natural Resources: Difference between revisions

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For wood harvesting, we created a different system, based on the mesh name you right click on. To have one type of tree being recognized for harvesting you need to do the following:
 
For '''wood harvesting''', we created a different system, based on the mesh name you right click on. To have one type of tree being recognized for harvesting you need to do the following:


1) Set Collision = "Custom" and "Query Only". Set all channels to "Ignore" except "InteractMouseTrace" to Block.
1) Set Collision = "Custom" and "Query Only". Set all channels to "Ignore" except "InteractMouseTrace" to Block.
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For '''flowers/plants''', the engine is spawning a mesh on the location of the natural resources, line tracing down to the ground, remember to:
For flowers/plants, the engine is spawning a mesh on the location of the natural resources, line tracing down to the ground, remember to:


1) Remove the collision from the mesh in Unreal
1) Remove the collision from the mesh in Unreal


2) set the mesh name in [[natural_resourcesTable|natural_resources]].spawn_mesh.
2) set the mesh name in [[natural_resourcesTable|natural_resources]].spawn_mesh.
For '''fishing''' we created a linked table natural_resource_items and [[natural_resourcesTable|natural_resources]].item_group points to natural_resource_items.group_id . This table contains the characteristics of the group.


== Hunt Locations ==
== Hunt Locations ==

Revision as of 15:53, 18 January 2025

We have two different ways to configure locations where players can gather materials.

Natural Resources

Used when we need invisible items to be harvested, example a mine will be modeled in 3d, but the individual ore are not 3d objects in the world.

So we configure a location on the map, defined by a center (in x/y/z coordinates) and a radius, where the player will be able to harvest. We also define the tool to be used (example a rock pick), the difficulty, and the resulting item.


For wood harvesting, we created a different system, based on the mesh name you right click on. To have one type of tree being recognized for harvesting you need to do the following:

1) Set Collision = "Custom" and "Query Only". Set all channels to "Ignore" except "InteractMouseTrace" to Block.

2) In the mesh object (Example oak_03) set the "Collision Complexity" to "Use Simple as Complex", this is because when we LineTrace we use Complex.

3) Save the level again

4) Set the mesh name in natural_resources.trace_mesh. This name can be set just with the first part of the name, example "oak_", so that all trees with name "oak_*" will be picked up, like oak_01, oak_02, .....

5) In natural_resources set the location and sector to 0, as it will be ignored anyway.


For flowers/plants, the engine is spawning a mesh on the location of the natural resources, line tracing down to the ground, remember to:

1) Remove the collision from the mesh in Unreal

2) set the mesh name in natural_resources.spawn_mesh.


For fishing we created a linked table natural_resource_items and natural_resources.item_group points to natural_resource_items.group_id . This table contains the characteristics of the group.

Hunt Locations

Used when we want a visual 3d object to be spawned as a pickupable item. When the player picks up the item, a new item is scheduled to be spawn later on based on configured interval.