Particle Controller & Gimmick Update
🕑 Added 2021-07-07 16:00:04 +0000 UTCRelease Info
- Name: Particle Controller & Gimmick Update
- Category (Tags): Studio Items , AI , HS2
- Version: v2.1.1
- Release Date: 2021-07-07
- Early Ends In: 2021-07-27 (same with the X-ray release)
Mod Description
Here comes another update of Hooah Studio Extension. Another step for complete UI Frameworks!
This update brings new feature that allowing modders to create controllable particle effects.
Not only that, this patch try to lift the gimmick's dependency to node constraints. Its not really going to remove the dependency at once but at least you can choose the gimmick's target more easily.
I'm going to release the example complete scenes for Hooah supporters.
It is really glad that everything is shaping up with my big picture. I can't wait to make first alpha version of UI of for new graphics plugin and convert my plugins to KK Sunshine.
Contents
Plugin (2)
- Hooah v2.1.1
Added Particle Controller (There will be global particle controller later.)
Added Target Selection Feature on few gimmicks. - HooahUtility v1.1.1
Fixed a bug related with multi-select of hooah items.
Studio Item
- Updated Gimmicks
- Particles Effects
Muzzle Flashes
Particle Shells
Blood Splat
Fireworks - And bonus. HS1 Eyebrows
Required Plugins
If you're using repacks, most plugins are already included.
Download Links
Community Links
You can visit links below if you're interested.
Comment
- We're almost there to make a complete UI framework for the new graphics UI. I hope we can get the functional alpha version very soon.
- I'm trying to separate proprietary codes from the Hooah Project. Unfortunately, it is going to take some time.
- If you're having some issues, please contact me via Development Discord Server, which is the fastest way to contact me with a detailed response. Don't forget to bring screenshots and the output_log.txt file to inspect the issue and roll out the fix.
- I'm planning to make some plugin update/release automation to have fewer issues shortly.
Comments
Did you? In my environment, Piston gimmick in the previous scene is no problem. wonder how it is for somebody else.
I've been waiting for this! Thanks for the gimmick update, hooh! I was able to more simplify the list of nodesconstraints by using Look at gimmick and Drag tracker which supported tracker target (chunnel).
Something wrong with the updated Gimmicks. When i try to load my old scene with Piston gimmick become LookAt gimmick
It is very possible but I dont fully grasp the use of that concept. It'd be good to send me detailed use-case and scenarios to see what i can do
That_Dude79
With OrangeSpork's Additional Accessory Controls updated to allow node parenting to nodes on accessories, would it be possible to make some of your gimmicks work as accessory items? For instance, if someone wanted to create the one of those propeller hats that spun, they could use items to create the propeller shape, and bind that to a rotating gimmick that is in turn bound to the top of a hat.