#🔧︱dev-tools
1 messages · Page 9 of 1
I enjoyed both - maps that were trying to be 1:1, and unique takes that followed the theme, but weren't recreating
you were the only person who reached out and asked some details on what can, and can't be done
I did read the rules .pdf what are the jurys criterias and that was enough info for me to get started
so I/we didn't knew that rules are unclear to participants. Sorry, Techland didn't give me mind reading upgrade yet
Creativity, originality, attractiveness etc
yeah, thing is I have lots of dumb ideas so it's why I reached out to ask, to be sure
for what its' worth, i loved your map 
I hire you in my indie gaming studio
No, okay once again
my first game cock destroyer 2000

Please add additional meanings on what the is the contest about
yeah, that means you want the rules to be clearer
dont simply say "recreate the prison heist" as a huge final head title thing
do you need playtesters?
cock destroyer 2000 sounds like a porn game tho
Bub's Cock Destroyer
it's whack-a-mole, but with chickens

make desc: recreate the prison heist with your own imagination to represent the style from dl1" or smth like that
@alpine lynx how much you paying for me to develop that game?
You work for free

i see you glued yourself to that one sentence among all communication, like those people who glue themselves to the road 
I did read the header and also everything else on the website which is clearly saying what to do
was I and Bub the only ones who read the pdf 
That is misleading imo
You did 1:1 map, and recreated following physical looks of that map, bub recreated the vibe, feeling of dread, intense gameplay which was in contest description
both of you won, both decided to interpret open theme in own way
Crex, if you don't like your winnings, I can take them 
Its not about the win, and no, its about the fact people getting misleaded easily by checking the site only where its about to start with the tools n stuff
I do care about the others as well
Is there anyone who misunderstood and had problem with contest tho?
rules are difficult to be most specific as possible
like it would be ridiculous to be "the asset food_rat_a can't be used" level of detailed
Because we havent' disqualified anyone, every entry we had for both categories fit the theme
If there was some complaint, sure, i would gladly discuss what went wrong
I have a complaint, I didn't win 
And I am always here, there in other socials if someone need to clarify anything
Mix assets from both games in the series to create
your alternative take on the world, story, or overall vision of the original.
New map. Small scope. Dense gameplay. Prove you can make a better rendition of the Prison Heist.
The jury will select the winners of the cash prize based on criteria being solely at its discretion, including in particular creativeness, originality, gaming attractiveness, ingenuity and other
features of the map that make it interesting and outstanding.
it was on website as well, apart from pdf
But yea ngl sometimes rules are boring and tldr
Hence I try to understand, if there is a problem with how we worded them so we can make it better in future 
but it seem to me that it was pretty clear
Thats next contest. Recreate TF only using food_rat_a.msh

The jury will select the winnders based on amount of rats
if no dont run another one
imagine the mother food_rat_a

nah nah, if there's another contest, we need asset import
Yes




Well then there goes copyright issue

Rubber room
along all files you found and use from the internet
well
moment
techland gets fucked

XDDDD
did you just made it lmfaoo
I have over 40k owned assest I can use anywhere I want
prototype food_rat_a house
i love you
copyright won't stop mapmaker winning cash prize right
looks like a lowpoly 144p birdhouse on the ground

I'd have no issues with copyright on my end, I can even provide ownership of all assets 
Copyright won't stop me from doing anything(except for pirating)
oh fuk when did 7 pm happen... i had only breakfast, that's my cue to go and eat something
today has been a day
no offtopic
We had that in DL1 and there was no issues as far as I know
well, i dont know how techland was on about with the first game than now
CREX said on topic
Techland was just memeing with first game and dt
true
lmao
like devtools never had updates
words of great wisdom
CREX has so much swag, he can tell the owner of the server about offtopic
@alpine lynx dont you like the old FX's?
? just following the rules
Map freezes for like 5 mins when you spawn FX lmao

XDDDDDDD
what if I import other games' asset like a flower from resident evil4
that won't cause copyright problem right
or when you change gizmo
yet again crex just don't want me here 
but Pirek, I want you here 
I love you, dont run away, be my kind friend :(
Honestly I dont think anyone cares enough to sue you lol
well never know about capcom tbh
it would make the approvement harder if there are rules for assets
yea don't they dare to care so much
so i dont think there wont be any copyright issues
I will include my receipts for the assests in the description of my map 
once again I highly doubt that will do anything, but trying something is better than trying nothing I guess
Another thing I want for dev tools if there's ever another contest, I want proper docs
that aint happening cause techland is gonna give you tutorials instead
tutorials can only teach one so much, docs are far better
for the most important basic things to create a map
I want more assets, current prps not enough
and if so
learning by doing
nobody is gonna help you in any exam
etc
the docs are extremely good for learning what stuff should do, I don't want to waste hours trying to learn what xform is supposed to do, I still have no idea what it does, stuff just magically works when I have it enabled
guess how many times i had to restart my map in order to see if the changes i did using the sequencer worked as intended or not
tons of times
with alot of crashes
don't remind me of the crashes, I had to get rid of 4 hours of work because something I did kept crashing the game
i was the first one figuring out how to do third person cutscenes
and it had me cost 2 days by doing trial/error
good old trail and error
Thats why you should do a backup each 15 minutes and copy the backup to another location for preventing any unknown deletion
those 2 days of trial and error could've been like an hour of doc reading if they had them 
Still you dont know if it works like intended using the doc
You know the tool's state
->ass
I was making backups every few hours because I didn't think of them to be that bad
Im wild with it if I do like even a little bit of work before exiting out of dev tools I have this desire to back it up lol
the more of progress you lose the less mood you gonna start over again
thats why do a backup each fucking 15 minutes with a copy of it
and you wont have any problems
anything else preventing doing it is a simple excuse
in the beggining week I lost 35 hours of progress and made me lose motivation for like a month 
those few mouseclicks...
Did you do any backups withing 1 hour?
I took barely any backups in this project compared to last project. Tools are pretty stable now and theres that autosave going on in background anyway so nothin valuable will be lost
like prefabs are lost too?
I counted about 20 crashes during those two months
also, fun fact, if you ctrl z too much it can crash your project
autosaving is usually more of a problem than it actually helps
True, until node show/hide crashing it by selecting any entity

project corrupted
They fixed those crashes in 1.11.4 update
The game is actually asking you to procced using the recent added stuff as a popup window
I hope lol
cause i had this issue so often
do prefabs still work?
i didnt started counting
the highlighted mod was the map I worked on, like, fully corrupted, impossible to start it
I dont think the tools do that
I remember when changing terrain at all, even unlocking/locking would crash the tools entirely
you had deleted something inside the project folder cause you "thought" it would fix another issue
I didn't delete nor add anything to it 
Yea that was during launch, it was 100% certain crash lol
yeah
Wont a be a problem by simply making backups <- before the map was continously crashing
we still get the issue of terrain "disappearing" when an update happens but its an easy fix thankfully
on my second try, I had over 100 backups made over the course of the project
You didnt had 100 backups
Anyway
glad this contest is over
and we can now rest for the next coming one
mostlikely with no music and sounds again
like
OMG YEA
if there's ever a next one 
bet there will be more to compliment new features
first contest had over 60 people, now we were like what, 16?
Source control is the way...
Also can I hab map maker role 🥺
I bet once dev tools is fully done they will have like one more contest and then never mention or update the tools ever again
Something like that, max 20. But imo quality of maps was better this time
There was some broken af maps in last contest
to be fair, we did have like 2x the time we had in the first contest
Yeah true
and I wasted half of it 
six places for cash prize tho
Should be 10, as in the previous one
hey all, just joined this server after participating in the map contest. i wasnt a winner, and to be honest, i dont think I would have won regardless of the issues i ran into.
after spending around 200 hours working on my map, learning the software, etc, i just wanted to share some frustrations i ran into, as well as some ive been seeing discussed a lot in the community.
my first concern is what at least appears to be a large lack of effort from techland in terms of support. the devtools have more than a few issues with them, and it was frustrating to see the lack of response from you guys when one of us would ask for help. i understand being busy, but when someone is asking for help and its treated as unimportant, it sends a bad message to all of us. for example, someone in the server asked about lighting and envprobes, soemthing along the lines of "i dont understand this, how is it supposed to work?" it would be one thing if the devs were too busy to respond. what happened though is one dev took the time to respond, only to say "don't get me started on that, I hate them."
why respond in the first place if you arent going to help? at the very least you could take 5 minutes to summarize how the system is meant to work.
in tandem with this kind of tone being very common from the devs when we asked for help or reported issues, the state of the editor caused problems for almost everyone participating in the contest. major things i ran into were meshes randomly roating 90 degrees in the background, heightmaps breaking seemingly without reason, inconsistent lighting between sessions in the devtools, crashes, things being different in editor vs ingame, etc.
although im new to this program, ive used around 6 other 3Dand map building programs, and never ran into issues like this, so im fairly sure this isnt just me being a noob.
its okay to not have the devtools be perfectly polished. but its another thing to have these major game breaking issues, which shouldnt be happening in the first place, take up such a significant portion of our work time, and largely go unacknowledged by the devs. for example, after meeting the deadline, some contestants found that their maps were crashing due to issues with the software, which were completely out of their control. some of them were able to find workarounds and sent new files in, in an attempt to fix the technical issues with the maps not launching, etc, that weren't there before. as far as i know, no one has heard back. my understanding is this is 4 or 5 contestants, a significant portion of the entries, who's maps weren't even considered, because of issues completely out of their control.
it reflects very poorly on the developers that they didnt take the few minutes to grab the fixed files, which the contestants all spent over 100 hours on. in general, our efforts were insulted by the lack of effort on your part.
to reiterate, i understand you guys are busy, and i never expected you to hold our hands through this contest. but a lot of us put a bunch of time and effort into this. it really sucks to get sardonic responses to our questions, and be generally ignored.
what really showed me that the devs didn't care about the community around this contest was when they announced an extension to the deadline.... ONE HOUR before the original deadline. many of us had cut our losses, dumbed down our projects in order to work around broken game logic and map issues. i pulled an all nighter the night before. if this extension was truly meant to help us, why were we told about it an hour before the original deadline? after many had already finalized their projects? was it really meant to help us? or was it meant to help you have more submissions and content to entice people to try custom maps ingame?
overall, an event clearly designed to make the community and techland look good, something meant to bring us together for a fun experience, i think has backfired. especially when we are essentially creating content for you to use to promote the DL2 update, it really sucks to be treated this way. I'm not surprised that the number of submissions has dropped dramatically since the first contest. very few people want to go through this again.
if another contest happens in the future, please do something so that we either have support for technical issues, or fix the glaring issues that break things for us. if youre asking us to use unfinished software, have someone who can at least advise us on fixing or avoiding things that we shouldnt have to deal with.
final note, feel free to comment on this or whatever, if you think im wrong thats fine too. I'm not going to respond to comments, i just both experienced and witnessed a large enough amount of problems that i thought it would be worthwhile to make a post with everything in one place.
congrats to the winners, and a big thank you to everyone in the community who offered advice and help when the devs wouldn't.
Sorry for the spam guys, see ya 🫡
I would say aside from a lot of issues last few days of the competition had when they rolled the patch, the problem was that not many people were aware of the map maker, or maps not loading correctly from ingame menu.
I entered the competition a few weeks before the deadline because I had no idea there were developer tools to make maps, and unfortunately the tutorial videos that are on the official Dying Light Yotube channel are not finished. I accidentally stumbled upon the google docs here on Discord that explain how to use the tools.
If it was more obvious maybe more people would have joined the competition, but there were some problems that will hopefully not be there in the future.
holy shit
I respect your patience to write an essay in here tbh
I remember I got blue screened and the entire world prefab was just gone, I couldn't revert it, or place any objects on the map anymore. Luckily I lost only 6h or work, it happened somewhere in 3rd week of development.
but that might be on my side, 16GB RAM is not enough, and I had little space on the disk, gonna fix those issues as fast as possible now xD
I think same happened to me in my last project. Main prefab just fucking died after I apparently shut down PC bit too early or something
level prefab recieved EMOTIONAL DAMAGE 😆
alright this has been itching me for a while now, so I gotta ask, how do you rotate a light shaft FX? using the regular method doesn't do anything
You can't rotate light Fx
But you can add light shafts with proper directions
You'll need to use a type of light called volumetric light
Thin it until it's like a line
Then just line it up with whereever you want the sun rays to be.
If you want to control when it appears, make use of lamp.prefab and add this light in it.
Lamp.prefab has many options to when it appears
🗿
Respect for this legend for taking his time to send this 🫡
i wasn´t able to play last weekend T_T i lost 4° and 5° goal so 6° and 7° i just want to cry
why can't i replay those 2 daily T_T
lets go guys im going back to work on dev
Is Hakon forklift certified tho?
Ahahaha yes.
Fortnite?
I'm rather new to the server, is there a specific language to use for scripting
I'm definitely not the most qualified to answer this question as I don't typically use the scripting tools, but in the DL2 editor it seems to be much more block-based rather than script-based.
ty
DL1 was a lot more traditional in the way they handled scripting though if thats what your asking about
and I have no clue what language it was lmao
I'd still do custom scripting though, will it accept whatever language i use?
tbh I dont even know if custom/manual scripting is an option, thats way beyond my paygrade haha
Theres a few people here who can probably answer your question a lot better than I can though, so it still might be possible to manually script in dl2 somehow.
For reference, I had to ask for help to set the time in my map lmao
Yeas
God I haven’t played in years
Yes it works like in DL1, though script modifications/new scripts do not work when custom map is launched through main game
And that needs to be changed or 
So I can’t do custom scripts in 2?
Very sad
I had some ideas
Ikr I feel so handicapped with default scripts. I really hope they will change that
I mean you can still modify them but users must launch your map directly from editor
is he making tilted towers
YEAS BOY
dawg if i thinks , if i post a tiktok on a new account with the map done and say new update is crazy everyone gonna shearsh for the game ahahahha im a genuis
yo tell me when its done cuss i want to try it
ok g
Same man, so much more I could do if they just let us
Hello , I'm new here , would like to ask is there dev console of some sort in DL2 ?
Sadly no
why devs hate gamers so much ?
is it hard to enable console after finishing game , or lets say 100h gameplay
with console and sdk it will make great sandbox
Idk guess that kinda ruins the GAAS model since any average joe can use it to spawn all the dlc items and stuff. Dev menu used to be a thing in the main game
But yea it definitely should be a thing in Devtools. Makes map makers life easier
I know thats why I suggest enabling it after game completion
I mean it would still trash gaas since its point is to create revenue during whole lifetime of the game
e.g. Walking Dead bundle
there is a multiple ways to make console not to be used for dlc items so GAAS model wont be affected
havent tried to use devtools but I dont think it is possible to tweak npc behavior code
Yes and no. We can edit behavior trees but havent tested do those changes work with current integration
ughhh thats interesting
Yeah hope they enable all scripts in custom maps soon. I want make map where player is one of the zombies 
and instead of attacking infected AI work with player
neat idea
I think its time to install dev tools , and look into it
i need tilted
why ?
it would be fun to play
can someone help me with adding collision to meshes
im unsure how to do it
im new to using the tools
Some meshes do not have collision and theres not much you can do about it.
If mesh is simple you can try create fake collisions with dummy_box.msh (Null skin)
damn
@alpine lynx can u check dms
You can ask your questions here 
i need help setting up zombie ai and people im quite confused by it
i have the spawn point thing but im unsure how to actually drag and place them
i cant send images in here but ill send it to you
@alpine lynx i cant seem to find the variant ID
do i one need a biter mesh then add spawnpoint ?
No. Are you using ai_spawner_number?
that doesnt come up when i search it
oh
i found it
but now my attribute tabs are lost
odd
i got i back
i think i get it
thanks bub
sorry if i was wasting ur time
@alpine lynx i have it all set up but they dont seem to spawn
Make sure your ai_spawner_number is in Level, not sandbox
yea they both are
How about navmesh? You have one?
navmesh_area ?
im on one of the prebuilt maps do i need to set that up?
Depends
i think im just messing something small up but i followed the guide
#🔧︱dev-tools message
Heres guide how to check Navmesh
Also make sure your ai_spawner_number is not hovering in air. It can go under ground little bit
Which tutorial you used? First or second one
@alpine lynx do you know how to unachor prefabs
You mean how to edit prefabs? Right click prefab (scene window) -> Open
If you cant open prefab, right click -> save as and replace
You on Windows right? Launch Steam as an admin
Ah okay rip. Maybe try this - or send support ticket (top right)
https://dyinglight2.support.techland.pl/en/support/solutions/articles/15000046183-cannot-write-in-game-folder
The ticket is saying something about windows defender which is still not the case
Do you have onedrive installed on your pc?
IF yes - please follow this tutorial which can help fixing your issue for Dying Light 2
#⚙️︱support message
Techland is like "something blocks the installation so its the antivirus his fault by default"
??????
how do i createa a slow mo DFA
hey when do you guys wee can expect an import function for custom msh ?
Is it possible to save the video settings in the dev tools client version of the game? Every time I close it it resets to default settings.
if ur a female i know a way how to do it!
Is it possible to modify (move, rotate, scale) meshes that are inside a prefab? For example I want to move these fences somewhere else. It seems to be locked when I select it inside the prefab 
Also whenever I hide a mesh and restart the editor, its visibility is reset, is there a way to keep it from resetting the visibility after restarting the editor?
Unfortunately you'll need to have that prefab opened first
Don't think so. I would want to know as well
I see
thanks though. I started using single meshes instead 
I think it's alright to group meshes together by making them a prefab. For example you can make each house on map a prefab to keep things organized
Right click prefab -> save as and replace
Now you can open prefabs and edit them as they are saved in your project resources
Idk how to hide meshes for good, its super annoying sometimes
Hello anyone know how to spawn enemies like renegades/biters
Read this tutorial:
#🔧︱dev-tools message
Or watch this video:
#🔧︱dev-tools message
Nomesh
is there any way to open the main campaign map in the devtools
is there any way to add an animation to the monkey bar?
i beg you, answer me 

this is what you're looking for
Anyone Here To Play ?
Just let me know If you interested
I'm a German Dude Who can speak English, too
So If you want Just write me
How do I add an animation of a custom move object in a structure?
Just ask the question
Bro forgot to ask the question even till now
i need help
i have version 1.11 when i install the developer menu
the menu is empty
in game why i need help maybe i do something wrong?
Its not supported atm
Still waiting 
The world if techland devs add an option to change skyboxes for the game:
The things I would do to just get 1 more feature from this window 🤤
Actually, why should they start holding contests even when the devtools aren't done yet to show the true potential and that it's fair for everyone running into less problems than previously that can ruin your chances of winning
Are there one or more prefabs in the editor that allow visualizing distances, ranges, heights for specific parkour skills?
For example if I want to create a parkour with the "Hard" version of the jump, I have to restart my level each time to find the best solution?
I used your editor as soon as it came out and at the time I was really frustrated not to have such tools to simplify level design. Does Techland implemented it or is it still at the same stage of desertion?
thanks to the people who will answer me 🙂
You'll need to figure this out with guesswork for the most part.
Visualization is currently broken for the editor, it may or may not work. It's very random results wise.
But I think for parkour you don't really need to do this since the game already gives players a lot of control over how far they want to go. Even a rough idea can work well for jumps thanks to this.
If you are trying to make very tight jumps(for example, even at max jumping distance the player will barely be able to grab the ledge) , you'll need to experiment first with it.
For example can move around building A and building B until you have the perfect gap in between them. Then insert a dummy box into the gap, and scale it so that it touches ledges of both buildings. This dummy box is your scale that you can use for other buildings that need tight jumping spaces.
I think even if the tools are incomplete, there must be atleast a full series of tutorials for things that are there.
For example there's not any video for Dev tools that takes an in depth tutorial for how to use prefabs properly (so everything stays organized and you can edit many things quickly).
Also sequencer could use more tutorials. I had to figure out on my own on how to make GPU fxs appear during cinematics (for example, a car is thrown by demolisher and explosion is created right when impact happens).
I've had like so many problems because I didn't know how prefabs work. My map didn't even start (the one I was making for the contest) until the root cause was discovered.
People who have already lost the first contest won't try any more since they don't have the motivation, time, or energy to learn modding, finding solutions for issues that Techland hasn't fixed yet, which will result in less custom maps than the ones that have already won
Additionally, as you can see, there were now six winners rather than the prior ten, meaning that there would be fewer winner positions in the future
which will result in a tougher battle in the next contests against other competitors
Thank you for your answer.
It's true that for a simple parkour I can do something tricky you right.
Let's take the example of creating a city, do you think that doing a reasoned level design is not beneficial if we emphasize the fact that the design is based on reflection and reason rather than on arbitrary choices?
Yes, I spent hours fiddling with devtools 8 months earlier, I was motivated like never before! I like to get my hands dirty when it comes to this sort of thing.
When the first event was over, i had a shortness of breath and I said to myself ok I will come back later to see if any real corrections have been made.
3 days ago I had an idea for creating a map I said to myself it's time to reinstall the game, and you know what? nothing has changed, still this mess in the Prefab Browser where everything is put like in a supermarket shopping cart, nothing is organized, always the same problem with so many things, I can't list all the problems because i don't have the courage but it's to show you how frustrated I am with this devtools.
When I look at the communication, events and other related to Devtools I have the impression of seeing a guy throwing bait in a lake without fish, if you want to grow the devtools community give us the means we will we'll take care of the rest.
I'm sorry for being rude and going off topic, but I wanted to share my feelings with this, and sadly I don't think I'm the only one who feels this way.
You're actually quite on point with this. I feel the same. If they want the Dev tools to be a success then they must fix many of these issues so that there are no hurdles or problems for players while they are creating maps.
Also with the communication thing techland has been slow with it for every aspect, whether it's for the base game or Dev tools. The response time for technical issues is also very variable, it might be just a week or it may also go 3 weeks which is a lot of difference.
Improvement wise, I'm just waiting for this community update and then I would lose hope since there's so many basic features like LODs which are missing from the current tools provided to community.
I don't think I would've ever touched Dev tools again if some of my friends didn't invite me to work on the Elyseum project.
Overall, the lack of in depth tutorials, features, documentations and slow speed of support/communication is detrimental to the success of the tools
FYI: We do aim to add all maps on consoles - there are some performanc eissues currently, hence we added around 35 out of 70 maps. This will be adjusted in future, so all of them can make it.
Were there any updates to the tools in this update?
there wasn't any
I totally understand the need for update to the tools. I will see if there are any plans for it, but please give me a moment, as i just returned from delegations, and everyone is focused on patch 🙏
No stress, just checking 😄
We are working on on LOD's; )
Almost ready but not stable to release in this update 😦
this might be what you're looking for? it's in custom_move_logic_atlas
there are preset distances but it's only accurate as long as your character has no skills
there's also this one, nm_debug_basic_heights which is just a static mesh so it's not adjustable and metrics are for default character only
Thank you i will check out.
Did you find something similar to this ?
unfortunately not but those prefabs should definitely be available for us
but those two prefabs on the left of that image are the ones I mentioned so maybe the other ones are somewhere inside other prefabs 🤔
its great for vegetation maps , when too many tree are place that cost alot of power for a pc to render
So I'm trying to place water in my map, but once it's placed I can't even select it or delete it.
What asset you are using? Prefab name
You can also check your filters... you might have selection turned off for that asset type.
DL1 Devtool flashbacks
that was the issue, thanks
i know theres quite a few guides, but i just cant import custom meshes, they all say "gO wInDoW --> aSsetS" and the option just aint there
Is it out on consle
yes
i mean the custom map download is
not devtools themselves
?? What guide are you following
Theres no mesh import in DL2DT so I presume you're talking about DL1 developer tools
yeah, ig, it sucks that theres none yet, guess i gotta go back to uefn
Is there a way to no clip in the build, like fly around the level build and check quest updates.
no
@elder ravine thanks!
During play test you can't do any of that.
If we had Dev menu then it's possible, hopefully the next community update finally adds features to Dev tools
I would like to know which MODs the account Vivid_University_616 is likely referring too in their reply to a reddit post, but because I can't send links, I'll have to copy-paste text
Reddit Post OP:
Dying light 2 too dark even in daylight
I cant see !@#$ even in daylight i sent image of how it looks btw i dont have anything in the video settings on that could cause this like the gritty mode or dark. If anybody knows how to fix it tell me.
Reply by Vivid_University_616:
Yep exact same thing on me but ive fixed by downloading one mod from dl discord server and it works
People also forget increasing their monitor brightness
About Dying Light 2 Stay Human:
Over twenty years ago in Harran, we fought the virus—and lost. Now, we’re losing again. The City, one of the last large human settlements, is torn by conflict. Civilization has fallen back into the Dark Ages. And yet, we still have hope.
You are a wanderer with the power to change the fate of The City. But your ex...
Idk if you guys saw this we dropped today 👁️
Yea really cool, I liked the music and transitions with it ;p
Hi! I have a issue with thw developer tools. Can somewone help me? when i open the game, it tell me "your game seems to be using modified data" but the menu for the tools isn't there. Why?
Yeah sure. I installed the Developers menu from Nexus mods. I pretty sure i done it correct, but the menu dosent appear in the game and when the game starts, it tells me that i appear to be using modified data but it dosent show up anywear in the game and i dont understand why.
that's not devtools, that's a dev menu
devtools can be downloaded as a dlc, then be launched separately in launch options
Ah. I`m pretty new to the game on PC. 🤪 How do i launch seperately?
First download Dev tools via steam or epic games, it should be in dlc section
Once that is done, whenever you click play button you will get an option to either launch Dev tools or dying light 2
I dont have a option to download via steam, and i dont have a dlc section either. I neither get that option when i launch the game...
Check again if you really have downloaded
Lemme link it here for steam
The rollout of official custom map support comes together with a free PC DLC allowing fans to create, download, and share custom maps for the PC version of Dying Light 2 Stay Human. The free Map Editor included in the DLC empowers Creators with Techland’s tools, allowing them to upload and share their maps with the entire Dying Light community.T...
Thanks! I`ll try that when i get home.
hey i have a question, how can i enter in a building in develeper tools or where can i get a asset of a tower?
A problem confused me.When I play my map, the map is empty. I have built the map and save,please tell me how to fix it?
Make sure all of your placed objects are in the "level" prefab.
[Blue - In level prefab]
[Red - Not in level prefab]
Only some buildings have prebuilt interiors in the tools, "bld_md_cor90_a_5h_a.prefab" is one such building.
Take a look at the prefab browser and poke around to see what you can find... more likely than not though you're going to be making your own interiors.
thanks,I will try your way at night
Interior design is my favorite part of Dev tools
Specially since you can add things like sun rays and bake lighting to perfection.
is there any way to disable particles in editor?
You'll need to do some modding
I'd suggest finding the file responsible for this, maybe it's in the gpufx folder in data0.pak
Once you find it, open it with any notepad editor and empty it out completely. Save the changes and test again
But always keep an backup
Hi, is there any way to give skill points to my character in my project? Also improve stamina and health?
hi,could you tell me how to give player a gun? I only find out random weapon spawner could pick up
but I want give player the specific weapon
Open itemspawners attributes and change item ID
Or you can give item directly to the player with story node GiveItem
thank you!
underground textures. why aren't there any? I want to make general prats gun cache. a 3 way struggle between the factions where the faction that gets the guns reigns supreme. meanwhile the 3 factions duke it out. volatiles are hunting everyone down and holding down what was once a gold mine of guns and weapons is now an active hive.
Is there any documentation regarding the developer tools? I cannot seem to find much
Wiki: https://dyinglight.wiki.gg/wiki/Developer_Tools
Guides made by Aciek: https://drive.google.com/drive/folders/16yTlkW7l0wABXm0bNR8TUzEySAg_XryI
Same on youtube: https://www.youtube.com/playlist?list=PLSjLjgn6LsgsOk1uRvFcVs0Eykq7373Bo
Basic tutorials:
https://www.youtube.com/watch?v=anMDEMV0-o0&list=PLSjLjgn6LsguLRhmCKNvZLmus8VDm62Y7&pp=iAQB
"The rollout of official custom map support comes together with a free PC DLC allowing fans to create, download, and share custom maps for the PC version of Dying Light 2 Stay Human."
"The free Map Editor included in the DLC empowers Creators with Techland’s tools, allowing them to upload and share their...
Unofficial tutorials for DevTools for Dying Light 2 created by Damian Aciek Dąbrowski. Those videos are not part of our official tutorial series, therefore s...
In this video you will learn how to download and open a project in Dying Light 2 Stay Human Developer Tools on Steam and Epic Games Store!
Developer Tools on Steam
https://store.steampowered.com/app/2217480/Dying_Light_2_Stay_Human_Developer_Tools/
Developer Tools on EGS
https://store.epicgames.com/en-US/p/dying-light-2-stay-human--developer...
What you mean by underground texture 
dl2 uses stones and rocks to build underground levels, there's no seperate terrain or clods to build underground stuff
ps: you can just ask why aren't there underground assets, you don't need to offer detailed design intentions
@past canopy there should be a Dev tools guide channel where these links are posted. I think things will be more organized that way and there won't be need to keep posting links to guides
pinning them is easier i think
no need for an extra channel
things like subway networks concrete walls, that would make a decent underground bunker. that kind of stuff. sorry I meant assets. and yeah I dont need to but it would be neat to talk to people that feel that underground catacombs would be a great option for parkour map designs.
int_ce_a_walls with concrete skins may be what you want
and I guess some assets with "ceiling" in the name could be what you're looking for too, there're ceiling_ventilation and ceiling_wire stuff etc
Ill give it a shot thanks. would be a bit weird to only see 3 or 4 assets being used over and over but I guess there in line challenge
Theres tons of different wall textures hidden behind skins tab. I’m sure you’ll find good ones for underground bunker
You should utilize assets with church or "damage" if you're aiming for creepy catacombs look
@celest shell didn't have enough candies (5) and ran away scared losing 18 fear!
This is the result
Some of the things like the old ventilation here are made using iron bars paired with fence assets
And decals would help as well
decal flat round for example has cool skins for damage
How do you all find out how to do anything more advanced than just the basic stuff from their official tutorials? Info is really lacking on the dev tools. Like is it possible to choose what skills one starts with or grappling hook and glider?
@elder ravine I saw your message pop up for like a second but it seems to have been deleted?
oh heck ya thanks
It got deleted because I sent a link, I didn't know, it was a new account. Here's the title, good luck understanding them, but it's pretty informative if you can understand it and see it. I had to keep pausing and look at the screen to see what he was typing or where he was at.. 1st Anniversary Developer Tools — Dying Light 2 Stay Human
I kept seeing it but didnt know it was a tutorial.
Its a short mission from beginning to end, including load out n dialogs.
Check pinned messages
One of them has link to 50+ tutorials
Wiki: https://dyinglight.wiki.gg/wiki/Developer_Tools
Guides made by Aciek: https://drive.google.com/drive/folders/16yTlkW7l0wABXm0bNR8TUzEySAg_XryI
Basic tutorials:
https://www.youtube.com/watch?v=anMDEMV0-o0&list=PLSjLjgn6LsguLRhmCKNvZLmus8VDm62Y7&pp=iAQB
"The rollout of official custom map support comes together with a free PC DLC allowing fans to create, download, and share custom maps for the PC version of Dying Light 2 Stay Human."
In this video you will learn how to download and open a project in Dying Light 2 Stay Human Developer Tools on Steam and Epic Games Store!
Developer Tools on Steam
https://store.steampowered.com/app/2217480/Dying_Light_2_Stay_Human_Developer_Tools/
Developer Tools on EGS
https://store.epicgames.com/en-US/p/dying-light-2-stay-human--developer...
Hey, anyone online? I'm new here and just started Using Dev Tools. I have some questions.
fireplace
Just drop the questions and someone will answer
Okay, i got two things:
- I placed lootable things (scrap and rags) and i can't pick them up. (I placed the item called loot_scraps and can't get it to work)
- I can't make it so that items with special parkour moves (Forward Roll, Fitting trough narrow doors) doesn't work. I used a prefab with all these special items and i can't take one singular item from them. I was only able to take the actual item itself with the "Pick Entity" option. This is bad because i can't copy the rest, only the item itself so Aiden doesn't do any special parkour moves, just vault over them.
- Generally speaking meshes are static and you cant interact with them. In this case use itemspawner.prefab. You can change spawned item from attributes -> ID (?)
- You need only custommoveobject.prefab. Its completely standalone, so you dont even need those meshes, if it makes things easier
You can change CMO’s move from attributes -> Preset
If you dont have CMO prefab you can isolate it from that atlas. Right click atlas -> save as and replace -> open -> repeat
for first one use container.prefab, go to attributes window > container > m_ForcedItems, that's the lootable thing you're looking for
second question is confusing to read, but I guess you're looking for prefabs with the "bld_ce_a_scaffold_str_custommove_3x" in the name, check out what's insideof the prefab (don't always use the word "item" btw, just say is it a mesh or prefab or something else, or it gets confusing)
also if you haven't watch any tutorials, watch tutorials
look inside a prefab in scene window to make sure if it's what you want, the file with lock icon stands for mesh, which means other than basic parkour moves it is not interactive
I watched tutorials, i couldn't find any about these. Can you link me any?
thank you for the answers
Yeah, sorry i'm pretty new so i call everyting an "item" but basically i had issues using a particular mesh with a special move like forward rolling and such
#🔧︱dev-tools message in Guides made by Aciek, search "DL2 DT TUT __ PREFABS & LOOT __ Looting ComplexContainer and ItemSpawner (chests, craft item...)", container.prefab wasn't covered in it but there's not much difference
Thank you!
and DL2 DT TUT __ PARKOUR __ CustomMoveObject how to make a special move gives you an understanding of what a custom move object is
i wish E3 campfire..
oh we dont have the meshh...
i swear migh have been mandela effect
but i swear i saw it ones in the meshes tab
damn rip
but one more question bub does a desaturator prefab still exist or
It still exists but the varlist itself broke down long time ago
Theres probably some workaround how to get it back, but havent looked into it
Alright cool
Does developer tools require programming knowledge?
no
but it requires an iq higher than 70
What do you mean?
Zero programming knowledge
Just need to know how to navigate around like any program out there like this
Thank you for answer
You can do some programming if you want to tho. It's very basic and just connecting nodes
is there a pluggin that centeres the axis on the game assets. seems like I spawn an asset and the movement axis is nearly off screen. its almost like I have to set the screen res to 3200x 2550 just to see marginally what I'm doing and have my display on a 104" screen.
We don't really have plugins at the moment
Dev tools are still in testing mode
ah
However, I highly recommend checking guides out at pinned messages
They have solutions to the most common problems
Specially the google drive ones
yeah I'm trying my best to make an underground setting but I'm running into some problems. a bit like when some of the assets were made they were part of something much bigger and that item was uploaded without being moved.
but yeah I'm checking out the tutorials right now in case im missing anything
I usually save those meshes with crazy origin as prefab. That way you can adjust the pivot point.
In scene window: Create prefab from selected -> select prefab & right click -> edit pivot
I'll give that a shot.

Being able to create plugins would actually be amazing
Nothing less expected from a fellow chicken
Guys i can't open my map. I playtested it once and the whole pc froze i had to restart it and when i opened the dev tools it told me to open autosave i did and whenever i open the map the dev tools crash
It seems like the map might've been corrupted. It's always good to have backups, the C in c engine stands for crash afterall.
Check pinned guides, the one in Google drive probably had something about it
It's for terrain I believe
ye i know terrain has hole cutters by removing vertices
im just wondering about like a prefab that can make a hole anywhere
some other dev tools for other games have that
Probably not here since you can't edit meshes other than terrain
Ancient technology 
Sooo there is no Way of recovery?
It depends on the situation
Hmm
Try zipping it up in a rar and dm it to me
I'll look into the files to see if I can fix it
Your project is located at dying light 2 folder/devtools/projects/local
Thanks, I'll check it out
damn would be very useful we need like a dev tools section of community ideas fr
we all know techland doesnt check dev tools feedback channel
pretty much
You can dm me the ideas that you think that should make it in. I'm interested to hear

A
It requires extensive knowledge of broken Russian English for tutorials.
Aciek's English is fine, the only issue is with the videos being low volume.
Like even if I put volume to max I can't hear him clearly
No
Does anyone know if the dev tools allow you to implement your own assets
No.
Custom assets will be a thing when mesh import becomes a feature
Ah that sucks, I’m making some 3d models as of now would be nice if that could work
Same
Does anyone know when that’ll be a thing
Patiently waits for asset import feature 👉 👈
The world if c engine gets 1 more feature :
Also, is there any tutorials for DL 2’s dev tool? Watched the one on YouTube and it seems incomplete
Check pinned messages
Youtube has good tutorials for the lighting and all but the very basics are in the Google drive link
Before that we want music and sounds
check pins
Just replayed some dl1 maps the other day with Dino and while the graphics in most are horrific compared to dl2, the ambiance with the added sounds/music makes such a difference
Most maps in dl2 rn just feel a tad lifeless other than some meshes and fx with sounds
agree, + a lot of people are more auditive than visual
Exactly. I thought they would go w it spreading to a new city, not this lifeless, burnt out gloomy husk. I think this was just easier.
I was more so talking about the lack of sounds making the soundscape feel a bit empty lmao
The dev tools currently don’t have any way to add environmental sounds really
Sounds😆 , everythings dead.
hey, quick question do I have to have Dying Light 2 on my pc in order to make a custom map? I have Dying Light 2 on PS5 but not pc. also lmk if I'm in the wrong channel
It's required to own Dying Light 2 on pc in order to run Dev Tools
ah ok that sucks but thanks!
Quick question, I have the game on xbox and my friend has it on pc cuz I couldn't play the game on pc before. Now I can, do I need do buy the game on my pc to play with my friend or is there crossplay on the game for xbox to pc ?
don't really wanna pay 100 € to get the dlc's and shit again aswell as redoing 200 hours of gaming
You'd need to buy the game on PC again, unfortunately since that's how things work even if you own the game on another platform.
Try to wait out for a discount, or check if there is one on steam to get the game.
BTW I think #💬︱dying-light-2 is a better place to discuss this and you might get more answers there
and so I gotta redo everything
ok
Not sure about that
well my friend will wait for that crossplay
I heard about cross save but maybe that's between ps4 and ps5
cuz I ain't doing 200 hours of farming them trophies for nothin
ye thanks for asnwering
Is it possible to make puzzle in the editor?
Yup theres logic gates in quest editor. All, any, XofN
also puzzle_controller.prefab is maybe worth checking out if you want to run it independently
can anybody point me to where the parkour items in the prefab folder could be ive been looking for them and i cant find them when i say parkour items i mean like the rope you can swing off and the bar and stuff like that
I'm trying to make dying light 3 in dying light 2 does any Dev here know which tools should I use?
Depends what you need. Check prefabs\city
Rope is cable.prefab and its in tools by default
Editorhookpoint y-value in cables attributes is the rope length. Set it to like -3.0 and hit playtest
as theres no rope visualization in editor
Bar is probably monkeybar.prefab
thank you so much
does anyone know how to set up patrol for the ai?
also how to set up an alarm state? (so that the alerted enemies would go back to their origianl position after the player is hidden again)
Patrols are set using a prefab called behaviorplace.
Sometimes you need to mine it out of the game files, but I think one of those should be there in prefab section by default.
Once you place behavior place, don't set anything inside it, leave it as it is.
But for the ai spawned, go to their attributes and add the behavior place when you find the option to add it.
Now what you need to do is to go to your scene window, right click on level and - - > Save and reload
Just to make sure since sometimes it doesnt work.
Let me know how it goes for you
As for this thing, I don't think there's an option for it in the developer tools yet. I'm not sure what the right nodes would be either to accomplish this
Thanks for the fast response! I did add the behaviourplace to the patrol setting of the ai but it doesn't do anything
I have another suggestion
For my map, called Dying Light Rebirth, I had set up patrols and behavior places.
You can check around the map to see how I have interconnected both ai to the prefab
I'm not home otherwise I'd be able to check directly
awesome! I will go check it, thanks!
Np. Also make sure your navigation mesh is built
AI will likely not move with behavior place if it isn't built
i see. btw my game just quit after I tried to open your mod...
Do you have additional mods installed?
My map has built in ones
So the ones on your base game might affect it
i will double check
Make sure there is only data0 and data1 in ph/source
you can remove if data2 or something is there
Then test again
sounds good
I set up a dialog talking with Julia but when it is triggered in game. It didn't show the dialog text but Aiden and Anna in subtitles with no text in it. Any thoughts?
hey any ideas why i cant find any city prefabs of the skyscrapers in like the downtown sorta district, and is there anyway i can give players inhibitors in my custom map to make there stamina stronger?? any help or ideas would be appreciatted 🙂
If you want to find city prefabs you'd need to go to base game folder/ph/source/data0/prefabs and grab some from there.
After that copy paste them into dyinglight2/devtools/projects/local/yourprojectname/source/prefabs
Now you can open those city prefabs by searching them in prefab browser.
As for the inhibitors, you need to use a prefab called itemspawner, and go to it's attributes to select what kind of item you want to spawn.
thank You!!
does anyone know how to make an extremely basic puzzle? like I turn on a switch to open a door far away
i know the logic for the door but how to make the switch\
i can't find a switch that allows for the animation
How do you make custom collectable journals?
nvm found it lol
why sometimes the enemy ai won't attack me?
-
Place door.prefab in the level and name it, e.g.
puzzledoor
2. Open its attributes and set Enabled to 0 (in General tab).Nvm probably unnecessary
That way player cant interact with it until its been enabled by the switch -
Place switch.prefab in level
-
Open switch attributes and scroll down to ControlledObjects (unter Switch-tab). Add
puzzledoorthere
Or something like that
build navmesh
quest_object_withbrief.prefab
there should be text box in attributes where you can type your message
m_text or similar
Thanks
Its not technically collectible, but best we got rn. Creating new collectibles require some script editing and that has been disabled in custom maps
I was playing intersection and found some collectible journals on the map with custom texts I believe, which made me wonder how to do it
Yup that was probably it then, questobjectwithbrief
Yeah I used script editing to get that right... which doesn't work in the built maps on PC and Console right now.
yes
Thank you
I was trying to set the m_Destination for PointofInterest node. I selected a entity and assigned to it. But it says No field "WorldXform" in errors
What function does point of interest node serve? It doesn't seem to show up on the hud?
Is there a way to set up an alarm so that any enemy ai once spot you will sound the alarm?
or if they spot a dead body or something like that
Theres story node PlayerSpottedWait. You can connect that to things that will happen if player is spotted
You can start the playtest from that quest phase where POI node is connected
by right clicking the node
You just gotta give it some spawnpoint in m_dest
but save your main level before starting playtest like that. That shit crashes sometimes
Thanks!
Thank you!
so im kinda new to this channel, idek if this is where i need to be, i just so happened to stumble across this channel when looking for an answer online...so if anyone could possibly help me out id very much apprieciate it. currently i am trying to add a Developer Menue mod to my Dyiing Light 2 game. ive tried 3 different mods and not a single one of them works. one of them is out dated so i can open the menu but i cant close it afterwards, the next one says its active and when i press the pause menu in game it says "developer menu" to the right, but it doesnt have any keys or anything to press...the last one doesnt evenm work at all...so idk what to do, if anyone could help id very much apprieciate it
youtube video
Developer menu and Dev tools are different 😉 afaik Dev menu mod has been broken ever since a patch was released shortly after launch
Real life inspired buildings created in C Engine
Otto vennistruat, Antwerp, Belgium
What mods you have tried to download
Theres no working dev menu atm
can anybody let me know what the helpers are on the monkey bars i would sent a photo of what im talking about but cant for some reason
Mesh/prefab name?
nm_atlas_monkeybar.prefab
also i think ive go this glitch i cant delete anything within a prefab
and cant move it either its all greyed out
How to quickly navigate to the selected prefab in the scene window?
find it nvm
How to put text on the scene?
Saw a text_mesh which you can put in custom texts but can't find it in the prefab browser
I just type text and I get all sorts of letters to work with
You can arrange them however you want
All parent prefabs need to be open before you can delete anything
You cant move it because you have selected some single entity inside prefab
Theres small block icon above viewport which allows you to toggle select mode
top right corner
Text_mesh.prefab is not in editor by default. You can find that from main game files
Thanks
np
can you control the area which enemies will sense your movement?
I think that's something you can do with modding the files rather than in dev tools
Atleast for me I haven't come across anything like that
But you can add hide area prefab if it's a specific place where enemies should not hear you
Thanks!
Thank you
Can you control what enemies drop when killed?
No I don’t think so
Why did you ask
Was thinking to make NPC drop certain things
Oh ok
If it's only one enemy in a quest, there is a way. Check Aciek's guides on Google drive link (pinned messages) if that's the case
Basically you can reward the player with any item through nodes after this certain npc will be killed
Thanks!
Isn’t that against the rules
Oh nvm
Bruh
It sounded like you said you can just make any enemy spawn anything sorry
quick question how do i make the player have all the skills unlocked and spawn with a certain amount of stamina health and have certain weapons, is this possible?
In story editor use SetPlayerPreset node. Theres multiple different player presets that come with different skills and weapons
You can give player items with GiveItem node
ah ok how do i get that story editor?
ive seen it in videos its like a little tab on the side but cant get it
thanks
dt dev: how many save buttons we should add
rafal: yes
lol
I can't even play my own map. Devtools runs at a solid 50 fps then when I play my map I get an error or steam crashes or my whole computer crashes
Make sure there are no duplicate prefabs in your project (prefabs with same name but in different folders) that was the issue for me when it happened
How does community maps works?
You can browse, download and play custom maps through DL2 main menu.
All maps can be found here:
https://mod.io/g/dying-light-2
If you want to make your own map, download Devtools:
https://store.steampowered.com/app/2217480/Dying_Light_2_Stay_Human_Developer_Tools/
https://store.epicgames.com/en-US/p/dying-light-2-stay-human--developer-tools
Discover mods that allow you to alter and customize your Dying Light 2 Stay Human experience. Browse the Workbench to find various game modifications, take up brand-new challenges, and explore custom maps to play.
The rollout of official custom map support comes together with a free PC DLC allowing fans to create, download, and share custom maps for the PC version of Dying Light 2 Stay Human. The free Map Editor included in the DLC empowers Creators with Techland’s tools, allowing them to upload and share their maps with the entire Dying Light community.T...
this message was generated by bubGPT
Can I play custom maps without downloading dev tool?
how much does it cost to use bubGPT?
Bubgpt is a proprietary technology owned by Bub mega corporation. Even world leaders don't get to use it, as the power of this tool is enough to have half of the universe in control

No
Can you add sounds in your levels?
There is a way but you'll need to do a little modding.
It could be either finding audio ambient zones in files or bub's prefab for adding sound effects
It's here in this server
It seems that they messed up a bit with one of the updates. These are just removed meshes that keep on appearing
Thanks!
how to easily snap two building blocks together? I want to snap the btm part with the corresponding top part of a building together from those altas prefabs
Use grid. Standard 1x1 wall width is 0.96 and height probably 3.84
Thanks!
Some meshes have snap hooks but its not very common. I cant remember which button enables it
Thanks
How to open an extra attribute window?
Why would you need an extra attribute window
You'll be clicking at one object at a time to get information
So one window will be enough
Just curious because I believe read somewhere in the dev tool that you can open extra attribute window lol
XD no idea tbh
But you can open new view ports
Meaning that in one view you could be looking at this place
And another place in the second view
Same map
that's cool
I use this while creating levels from concept arts
I dock the camera in position then build from other camera
It applies to any engine. Even ue5
Ue5
cool
For Dev tools I have more
A section of Dubai mall recreated in dev tools
Set in Dying Light 2 world
wow
I'm addicted to 3d art xD
XD. great addiction lol
A bit confused about the logic. Sometimes open parent is available sometimes it's grayed out
In prefabs? Some prefabs need to be save and replaced with a different name to have their open parent option available.
It's just how things work for base game prefabs
Thank you
does copy/cut paste work in the scene window?
Let's say I wanna copy an entity from sandbox to the working copy
what's the difference between a cable and a rope?
I think you can do it this way
You can duplicate the entities on your view port. Then you can move those entities to working copy
Now you have both for sandbox and work copy
Are you looking to make a rope on which player can swing?
Thanks
Yes!
I think you should check. Rope.prefab or cable.prefab (its the right one if it's invisible and only a dot is there)
Carefully place it at the spot you want the top of the rope to be at. Then in attributes you can set the height.
It's invisible in editor for some reason but it's visible during gameplay
Thanks.
I'm also very confused about the logic of "open" in the scene window. I assembled a house together by putting together the doors and the walls and make them into one "house" prefab. Now somehow I can't "open" the house prefab to adjust the position of the door.
I saved this prefab in a custom folder when asked to save it. Would that be the issue?
Shouldnt be issue as long that custom folder is in source folder
Original prefab folder is best place for your prefabs/extra prefab folders
keep things organized
You can try save that prefab again w/ different name and see if you can open it
Thanks
Where is the lod update? 😢
I'm sure it's coming soon, fingers crossed 🤞
Yes
Double click on selected entity in scene window
- Thunderstorm system with lights flashing, what do you think?

Thanks!
amazing
This fro the dev tool?
UE5
Dev tools
woow
I hope they add loop nodes 💀
None ...Braains?
Yes
Since it casts shadows so less artifacts
that's cool
Shortcuts -> move camera to entity
Assign key
Tf is this noodle 
It's a snake 😂
I have no idea how to loop it
you building a bacteria?

The more I look at the nodes the more it looks like a centipede
you can even see its weak spot xD
@plucky nexusUse a looped movie with a prefab.light set to have flashing light scenarios
Good idea

it's way easier than copypasting the nodes to 100
I was about to make a python out of all the nodes. Thanks

@past canopy bro, any idea how to set sequencer for this one
I know sequences can be played looped but this one has no animation part in it
It's just flick on and off
That's it... It's time to make it the bacterium
Only on and off thats it, nothing happening after it?
You can make the light teleport to this position where its supposed to be a "flash" from the lightning strike, and then just teleport it somewhere else by using the position parameters
oh
i think i found a way
its the best c engine programming youll ever see
"please show us one of your skills"
@versed dust
But yea, having looped nodes would be a great addition

even cyclic nodes dont work for some reason
there seems to be a system that prevents them from working
not even rollback?
nope
@plucky nexusDone, just made a looped weather thunderstrike flash withing 10 minutes using only the sequencer
¯_(ツ)_/¯
You can adjust the color, intensity etc by using the light track
And it will loop once the red line has been crossed
No scripting, no copy pasting nodes
He is questioning his existence atm
And i think there is already a looped node system possible, just needs to be tweaked
yeah i got it working too
just a minute
i promise its not a new bacteria this time
@past canopy 😄
because its a special sort of effect i want
lightning strikes causing long shadows
Ohhh, okay yea that's fine
oh no ...Brains?
@plucky nexus looks like Devtools doesn't like loops
yeah, this aint good
I think because you should trigger the "end node" only once
also, is there a way to stop sequence loop after some time?
What if you first make a node where its supposed to loop and then another one where the settings override for making "non looped" only
hmm would it work tho
there is another way
i can just copy paste lightning strike in sequencer to last 3 minutes
If that's possible, yea
For the next contest "if so" i will try using the sequencer as a main attack tool agains other partitions
That's what i did as well
and it works flawlessly
an amazing system for moody custom maps
1 million nodes suddenly disappeared
...Braaains?
lol
This bot has devious timing
I can remove the role from you, so it wont happen ever again
It's the opposite
I want to keep it forever
Yes but they will remove it when the event is over won't they 
I hope so
btw for some reason sequence is working in DT but not in game
its very strange
idk why its like that
im just one step away from making this work
What you mean not working?
the sequence doesnt play and the game directly skips to any other node after it
this is how it is
remove check mark "is finishing"
alr
set "looped" for playsequence
The quest
-> play looped
-> uncheck "is finished"
"is finished" -> stops quest
If your entire HUD is disappearing look for the checkbox saying "hide HUD" inside your sequence
It's enabled by default
its still not working :/ ...Braains?
Please show me all your settings
Also uncheck "is finished" in root area
to see if its causing that
let me do just that
which ones exactly
Did you opened the sequence using the sequence icon on your map?
Well, if you haven't saved it..
no...
i just opened it
-> open level
-> go to sequence icon
-> rightclick -> open sequence
entitys are selected?
yeah i got em set up
You saved before closing the sequencer?
yep
save and reload
multiple times
Weird..
You had "level" opened in order to edit the sequence and saving it?
If no that could be one of the reasons
i had that opened too
idk maybe i shouldve made sequence shorter
ill try 120 seconds this time instead of 300
man wtf is wrong with this engine
i just saved and reloaded
mf disappeared again
im going crazy
AHHHH
whats wrong with c engine
usually it works
even 6 seconds of scene is not working
@deep bronze any idea whats going on with the engine today
While closing it i got option to save and reload
and boom everything disappears in sequencer
anyone know what the BodyHole value in scripts/invintory/weapondefinitions is for?
No idea, but I think this is a question that's more likely to be asked in the dying light 2 modding server
You can check the guys with modder roles and ask them about it
I've sent an invite, you can check it if you're up for it
Not the best place to ask about this, please try this channel: #💬︱dying-light-2 or one of the lfg channels if you want someone to play together #💻︱lfg-dl2-pc #🎮︱lfg-dl2-xbox #🎮︱lfg-dl2-playstation
@plucky nexus Are you?
yes

