Dynamic Room Creation Chips
A list of chips specifically used for getting or setting room data like cheers, favourites, ink etc. These chips could be used to spawn objects delete objects and many other things like that
Will probably be a different name.
It would allow cloning/ creating using chips for example
**Recroom object clone**
Would clone an object to a vector, if the ink was at 100% it wouldnt allow the chip to work
Inputs
Object to clone (Recroom Object/component)
Clone to vector (vector3)
Outputs
Success (bool)
% ink used (float)
**Object Scale**
The chip would scale an object (maybe a player at later points)
Scale direction would scale the object outwards in that point
Inputs
Object to scale (Recroom object)
Scalar (int/float)
Scale direction (vector/quaternion)
Outputs
Success (bool)
I might think of more ideas later
Really hope most of this makes sense grammatically
I forgot to add this to it
**Delete Object**
It does as the chip says, deletes objects (would class under griefable chips)
Inputs
Object (recroom object/component)
Outputs
Success (bool)
% ink used (float)
Im not sure how this would work,
**Create Store Invention** and **Invention Constant**
The create store invention would spawn in an invention at a point (vector3)
Inputs
Invention (Invention constant)
Position (Vector3)
Rotation (Vector3/quaternion)
Outputs
Success (bool)
% ink used (float)
**Recroom object get ink usage**
Same as **Text get Text** but with ink usage
Inputs (No execution port)
Object (recroom object)
Outputs
% ink used
——————————————
**Object set (Attribute)**
I know this is in the community suggestions but i wanted to add onto it
Inputs
Object (recroom object)
Attribute (attribute constant, explained bellow)
Active (bool)
Output
Success (bool)
**Attribute and Attribute constant**
It would contain a set of attributes that could be applied to objects
**List of attributes**
Grabbable
Visible
Frozen
Climable (would force disable grabbable if active)
Gravity (says if gravity is applied to it (including **set gravity** if it ever gets added)
These would either a seperate constant or just not applicable to **set attribute**
Environmental
Decoration
Physical
Sticky
Recroom object set property
Works in a kind of similar way to attirbutes except its for the physics settings on an object
Inputs
Object (recroom object)
Property (attribute/property constant)
Output
Success (bool)
Ink used% (float)
Thats all i could think of for now
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