#garbage system modding
1 messages · Page 1 of 1 (latest)
Hello, we just completed some minor adjustments that we try to bring to stable as soon as possible. That allows you to at least configure the system more easily via a gamemode property to select which config should be used and the configs itself got some tweaks.
Apart from that if you mean making a scripted garbage system, that is currently not possible and will take some time to address. There are some plans to make the game systems more modder friendly but it will take time, so I would not wait for it.
You can help us by telling us what exactly you customized for garbage handling, so we can see if those things can be covered by further config possibilities. Or maybe there are already some ways to do the things via script as per design that we just need to share with you 🙂
Custom garbage manager featuers:
- longer life-time for garbage close to players
- vehicle condition based distance (alive, immobile(damaged wheel/gearbox/engine), destroyed)
- area specific conditioning (items near arsenals with less time to live, faster deletion)
- critical garbage count, which shortens garbage life time, based on type (if there are 150 destroyed vehicles, destroyed vehicles will clean up faster)
Functionality we need in garbage system:
Insert event/override, this way we can get all the entities when they are added in garbage system in one place.
Rather than replace it in all the code separately
Before there was a CanInsert which made it easy. Something like that would be perfect. We can just send the stuff to our system and not have to worry about vanilla deleting stuff early