
GTFO
You are viewing a potentially older version of this package. View Latest Version

This is an updated version of Dex.OverrideScanPosition, with much stuff added.
EventsOnPuzzleSolved: Execute warden events upon individual puzzle being solved.RequiredItemsIndices: Add 'required items to scan' to your puzzle, using BigpickItem index defined in this plugin.{
"MainLevelLayout": 0,
"ConcurrentCluster": false,
"Puzzles": [
{
"Index": 0,
"ConcurrentCluster": false,
"HideSpline": false,
"Position": {
"x": 0,
"y": 0,
"z": 0
},
"Rotation": {
"x": 0,
"y": 0,
"z": 0
},
"TPositions": [
{
"x": 0,
"y": 0,
"z": 0
}
],
"TMoveSpeedMulti": -1.0,
"EventsOnPuzzleSolved": [],
"RequiredItemsIndices": []
}
]
}
{
// Main level layout ID, Supports PartialData GUID
// Used to identify your level.
"MainLevelLayout": 0,
// Puzzles to override
// There're 2 types of puzzles you can override: CP_Bioscan_Core, CP_Cluster_Core
// CP_Bioscan_Core: refers to the actual scan, this includes:
// -> non-cluster (single) scan,
// -> child scan of a cluster scan,
// -> T-Scan.
// CP_Cluster_Core: refers to the cluster position, from which child puzzles extend.
// -> changing position of CP_Cluster_Core would change the clustering position.
// Make sure you understand the 2 concepts above. Now let's proceed to the following.
"Puzzles": [
{
// The `PuzzleOverrideIndex`, specifies which puzzles to override.
// Check the Bep Logs to find the index.
// Puzzle index starts from 1, which means "Index": 0 here doesn't specify any of the puzzles.
"Index": 0,
// Beta testing feature. All scan must satisfy the scan requirement to progress, simultaneously.
"ConcurrentCluster": false,
// Conspicuous as the name :)
"HideSpline": false,
// Position and rotation of your puzzle.
// Use the CConsole (press F2), or Unity Explorer,
// to find you desired position / rotation for this scan.
// If you don't want to change position / rotation of this puzzle
// You can remove the "Position" and "Rotation" here, or simply left all "x", "y", "z" value to 0
"Position": {
"x": 0,
"y": 0,
"z": 0
},
"Rotation": {
"x": 0,
"y": 0,
"z": 0
},
// T-scan moving speed multiplier, make T scan moving speed faster / slower
// Set a positive value to this field to use it.
"TMoveSpeedMulti": -1.0,
// T-scan path.
// Use the CConsole (press F2), or Unity Explorer,
// to find you desired path.
// Can also be safely removed if this scan is not a T-scan
"TPositions": [
{
"x": 0,
"y": 0,
"z": 0
}
],
// Execute warden events upon this puzzle being solved.
// -> If applied to CP_Bioscan_Core (non-cluster single scan & cluster child scan),
// events here would be executed upon puzzle being completed
// -> If applied to CP_Cluster_Core,
// events here would be executed
// upon the cluster scan (all child scans of this cluster scan) being completed.
// NOTE: Untested with AWO, so probably you won't be able to use AWO events here.
"EventsOnPuzzleSolved": [],
// Add Required Items to this scan.
// The big pickup item index can also be found in the Bep Log.
// Index here also starts from 1.
// -> If applied to CP_Bioscan_Core,
// the required item would be added to the scan as is straightforward.
// Adding required item only to one of the child scan of a cluster scan is also possible.
// -> If applied to CP_Cluster_Core,
// the required item would be added to all child scan.
// However, when adding required item to cluster scan, there won't be any "Required Items To Scan" text on the scan hud.
// This is a vanilla bug that for now cannot resolve. You'll have to add additional hint text to your level somewhere else.
"RequiredItemsIndices": [
0
]
}
]
}
Exception, causing some known issues.ChainedPuzzleDatablock, set WantedDistanceFromStartPos to 0.0.BepInEx\plugins\YOUR_RUNDOWN\Custom\ScanPositionOverridesDex.OverrideScanPosition when using this plugin.