Greetings all, I am working on a larger scale modification. While most of my questions can be solved via google or scouring the natives, there are some issues I cannot find any answers to. Asking via the discord doesn’t really offer any help, so I will ask them here. If you know anything about any of my questions, please help:
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Usage of Exports: I am trying to call the lua exported functions of the spawnmanager, “spawnPlayer” etc. from my C# scripts. So far,
Exports["spawnmanager"].setAutoSpawn(false)
only yields me RuntimeBinderExceptions. Am I using exports wrong or do I simply have to reimplement the SpawnManager in C#? -
Light Pollution: Using SetArtificalLightsState, I disabled all lights easily. However, some nasty bits remain. Is there any way to disable these? What even are these? Objects? Which brings me to my next question:
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Unloading/Hiding Objects: While new objects and assets can easily be added to a map, so far I havent found anything on removing / setting visibility of already existing objects. Are these treated as entities? If so, how can I reference them clientside?
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WorldPlaced Radios: All across LS, small radios and other music sources are placed. How would I detect whether or not the player is close to one? I presume
SetEmitterRadioStation
could be used to change the channel to whatever I want afterwards?
As well as things I haven’t looked into yet so I might be missing obvious solutions:
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PostProcessing: Is it possibly to forcefully change saturation, gamma and brightness on the client?
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Vehicle Lights: Is it possible to get the position of the spot light emitted by car headlights via code? Or will I have to set static position offsets per car? Is there even local space for coordinates?
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WeaponComponents: Are these hashes weaponspecific? As in, does a flashlight attachment always have the same hash? And, is there a somewhat complete list of weapon component hashes?
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Female First Person: As many of you are aware, a slight offset error exists on first person female head or weaponposition, making ironsight aiming near impossible. Has any research been done on this and how it is fixable? I presume the firstperson camera would have to be moved by a bit via
SetCamCoord
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First Person Player Headmodel: Also in first person, the head has no model, resulting in no shadow being rendered on the ground. Again, is there an existing fix for this? Could one create objects that have a shadow but arent being rendered (thinking via onesided materials maybe)?
A lot of questions, hopefully someone out there exists with a lot of answers I will edit this post as answers arise to hopefully help others. Cheers