The subpart component defines what subparts exist on the block’s model. M圜ubeBlockSubpartsComponent This is the root component for the entire system. The modder is otherwise free to do what they believe they need. Some components require other components, listed under the component name, to be there. The modder is able to custom-tailer the behaviour of their block through specifying which components they want. For each component a short description will be given, explaining its purpose and reason for existence. In this section the components involved in the subpart animations are defined. Asking a Medieval Engineers programmer is also an option, if this option is available to the reader. Finally, the interaction of players with the block will be explained, both through scripting and through ModAPI.įor any questions regarding this guide it is recommended to ask the community on the forum or Discord. After that, the document will explain more in-depth how to create a new block. First, there will be an overview of the new components we have added. In this document the new system is explained. It is now deprecated and will be going away eventually. It is recommended to no longer use MyMedievalDoor for block animations. The new system is a lot more powerful than the old system and will allow a lot more creative freedom and expansion. It is no longer required to make any animated block a MyMedievalDoor block. The new subpart animation system allows modders to create animations on any cube block. 4.2.3 Setting up Animation Event State Transition ComponentĪs of version 0.4.0 we introduced the new subpart animation system.3.3.3 Setting up Animation Sound Events.3.3.1 Setting up the Subpart Animations.
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