Changes for page Item Acquisition
Last modified by Alexandros Mloukie on 2026/01/12 19:51
From version 16.2
edited by Alexandros Mloukie
on 2026/01/12 19:51
on 2026/01/12 19:51
Change comment:
Update document after refactoring.
To version 13.1
edited by Alexandros Mloukie
on 2025/12/12 09:16
on 2025/12/12 09:16
Change comment:
There is no comment for this version
Summary
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Page properties (2 modified, 0 added, 0 removed)
Details
- Page properties
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- Parent
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... ... @@ -1,1 +1,1 @@ 1 - GameDesign.WebHome1 +Test file.WebHome - Content
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... ... @@ -141,15 +141,8 @@ 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}}|(% 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. 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" %)