Changes for page Item Acquisition

Last modified by Alexandros Mloukie on 2026/01/12 19:51

From version 13.1
edited by Alexandros Mloukie
on 2025/12/12 09:16
Change comment: There is no comment for this version
To version 16.1
edited by Alexandros Mloukie
on 2025/12/16 21:41
Change comment: There is no comment for this version

Summary

Details

Page properties
Content
... ... @@ -141,8 +141,15 @@
141 141  (% class="table-bordered" %)
142 142  (% class="active" %)|=(% style="width: 187px;" %)Variable Name|=(% style="width: 324px;" %)Type|=(% style="width: 652px;" %)Details
143 143  |(% style="width:187px" %)GrowthMesh|(% style="width:324px" %){{info}}Mesh{{/info}}|(% style="width:652px" %)The mesh used for the forageable/minable part of the actor.
144 -|(% style="width:187px" %)TimerMax|(% style="width:324px" %){{success}}Float{{/success}}(((
145 -
146 -)))|(% style="width:652px" %)The maximum amount of time it takes for the growths to regrow.
147 -|(% style="width:187px" %)TimerHandle|(% style="width:324px" %){{info}}Mesh{{/info}}|(% style="width:652px" %)
148 -|(% style="width:187px" %) |(% style="width:324px" %){{info}}Mesh{{/info}}|(% style="width:652px" %)
144 +|(% style="width:187px" %)TimerMax|(% style="width:324px" %){{success}}Float{{/success}}|(% style="width:652px" %)The maximum amount of time it takes for the growths to regrow.
145 +|(% style="width:187px" %)TimerHandle|(% style="width:324px" %){{info}}Timer Handle{{/info}}|(% style="width:652px" %)The handle for the regrowth timer.
146 +|(% style="width:187px" %)Loot|(% style="width:324px" %){{info}}Data Table Row Handle - Loot Data Table{{/info}}|(% style="width:652px" %)The Loot Data Table entry used for deciding on the drops.
147 +
148 + The difference between forageable actors and mineral growths is in how the component gets utilized. Forageable actors are coded to make interactions with the actor trigger the component's functionality, while mineral growths trigger it when the health of the growth reaches 0 instead.
149 +
150 +== 2.3 Mineral Deposit Actor ==
151 +
152 +(% class="table-bordered" %)
153 +(% class="active" %)|=(% style="width: 187px;" %)Variable Name|=(% style="width: 324px;" %)Type|=(% style="width: 652px;" %)Details
154 +|(% style="width:187px" %)Health|(% style="width:324px" %){{success}}Float{{/success}}|(% style="width:652px" %)The health of the deposit actor. Once it reaches 0, the items are awarded.
155 +|(% style="width:187px" %)Loot|(% style="width:324px" %){{info}}Data Table Row Handle - Loot Data Table{{/info}}|(% style="width:652px" %)The Loot Data Table entry used for deciding on the drops.