Haydee 2

Haydee 2

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Aijantine Sep 4, 2021 @ 11:18pm
Haydee 2 Edith Documentation
While Haydee 1 Guide made by Epsilon works perfectly well, I can only get so far with the differences in the new modding engine. Other than that guide where else can I go to figure out how to use the engine?
I've tried (and somewhat succeeded) in just copy/paste and tinkering with items and modules in the Nsola Maps. And just throwing stuff at the wall will take me forever.
My current issues (there probably will be more)
  • Doors that only open to a specific card (I can make a regular opening closing grate now)
  • Following Epsilon's guide for start spawn doesn't spawn me in start up spawn's place.

EDIT: After chatting with Antales, I managed to get a little further. And I found a discussion that lead me somewhere in understanding how door locks work.
  • I cannot reference a new item or preexisting one to use as a lock (missing Graphite Code?)
  • I do not know how to reference an item to be used as a key, since I cannot find a template with Graphite Code to use that can successfully have a door be unlocked by said key
  • No new Templates will show in game, only in engine with it's icon (How to "build" classes?)
  • the lock icon only perma locks a door. But I need a key to unlock it.
My main goal is to have a map wide key, that can be picked up, and used to unlock some specific door. And [url:https://steamcommunity.com/app/1444650/discussions/2/2996549338737175522/]This discussion [/url] only showed me how classes are made, it did not work for referencing an item.

Oh sweet lord, even regular coding isn't this difficult to understand and I took on JS and C#. Then again I failed C# so meh. And I'm committed now.
Last edited by Aijantine; Sep 6, 2021 @ 7:29am
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Showing 1-3 of 3 comments
antales  [developer] Sep 5, 2021 @ 10:05am 
In H2 you are not limited to controlling a common player character. In truth game mechanics allow you to control anything or nothing at all. So the way you spawn a character is changed.

There are different ways to add a commpon player character to your map as a starting point. First thing you need is a character to control. It is a template called Player (orange girl in preview). You need to spawn it as a dynamic!

Seconds thing you need is to activate it. When it activates you acquire control over it. You can do it via director script or just checking the Active state on this dynamic (gear icon in the top left corner of the object properties panel). This way the player would be activated automatically.

Considering locked doors... You need to spawn an interactive door template from Templates\Interactive folder (called Travel, Travel64 or TravelVent) as a template. Then you check its Lock state (lock icon on the object properties panel). To unlock this door you need to use Lock node on this actor from a director script.
Aijantine Sep 6, 2021 @ 4:59am 
Originally posted by antales:
In H2 you are not limited to controlling a common player character. In truth game mechanics allow you to control anything or nothing at all. So the way you spawn a character is changed.

There are different ways to add a commpon player character to your map as a starting point. First thing you need is a character to control. It is a template called Player (orange girl in preview). You need to spawn it as a dynamic!

Seconds thing you need is to activate it. When it activates you acquire control over it. You can do it via director script or just checking the Active state on this dynamic (gear icon in the top left corner of the object properties panel). This way the player would be activated automatically.

Considering locked doors... You need to spawn an interactive door template from Templates\Interactive folder (called Travel, Travel64 or TravelVent) as a template. Then you check its Lock state (lock icon on the object properties panel). To unlock this door you need to use Lock node on this actor from a director script.
Oh direct from the Dev? Thanks man it's an honour, really.
Huh. I guess a lot of this does seem to be more of a visual language then and I need to change tact?

Oh, and with all the icons next to them (along with the new module (Graphite) names) is there anywhere listing their uses? Epsilon's guide only goes through so much.

I'm going to have to document this as I go huh? And I guess there's not gonna be some hidden notes folder elsewhere either? I'll go through it as I build my map and see what I can amass. Maybe even make a guide myself and have it as a resource. Might be useful for future modders considering how much potential Haydee 2 has over Haydee 1. Damn so many useful mechanics and so much potential.

Thanks again Dev! Useful info and I appreciate it. As far as I see it, you've made not just the only 3D metroidvania worth a damn, but a damn good one too.
antales  [developer] Sep 6, 2021 @ 6:38am 
Thank you!

Unfortunately there is not much documentation available. There are some pieces one can find around the Modding section of the Community. Also there are some modders that could help. And in the end you can always ask me. I'm around.

So if you have any questions, just ask.
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