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Currently, the plan or talk, has been to try and recreate something similar to Unreal Engines blueprints to allow users to create node based logic to visually design how you would like your "mule" accounts to function with your main account. Obviously putting some time between where I was on things to where I am now.
At current the plan is to be able to build nodes of logic from a single event entry. Each event will have it's own subset of rules that users can build from and design to do as they please; instead of the common hardcoded logic that is usually in place. While this opens windows to some possibly small issues on the users side, I think the customization of beingly able to make things work as you please might well be worth the learning of it all!
Not every one person plays the same, and I think having the freedom to make your mules behave as you expect them too might be worth it.
Example, if you wanted to just be silly, and make your character Jump every time someone examined you. You may not obviously have the knowledge to detect the events and so fourth through addons, but this way you could simply:
Select a new OnExamined Event node.
Then link it to a SendCommand node, with the command parameter of jump
Now every time that event triggers, your command would execute. Obviously this is a very mundane and generic task, but it opens a lot of creativity for the end-user; assuming it all comes together.
This is very much still in design and planning, so it is unknown if this will stick currently or there are any issues that may prevent this from working effectively at this time.
The text was updated successfully, but these errors were encountered:
Currently, the plan or talk, has been to try and recreate something similar to Unreal Engines blueprints to allow users to create node based logic to visually design how you would like your "mule" accounts to function with your main account. Obviously putting some time between where I was on things to where I am now.
At current the plan is to be able to build nodes of logic from a single event entry. Each event will have it's own subset of rules that users can build from and design to do as they please; instead of the common hardcoded logic that is usually in place. While this opens windows to some possibly small issues on the users side, I think the customization of beingly able to make things work as you please might well be worth the learning of it all!
Not every one person plays the same, and I think having the freedom to make your mules behave as you expect them too might be worth it.
Example, if you wanted to just be silly, and make your character Jump every time someone examined you. You may not obviously have the knowledge to detect the events and so fourth through addons, but this way you could simply:
OnExamined
Event node.SendCommand
node, with the command parameter ofjump
Now every time that event triggers, your command would execute. Obviously this is a very mundane and generic task, but it opens a lot of creativity for the end-user; assuming it all comes together.
This is very much still in design and planning, so it is unknown if this will stick currently or there are any issues that may prevent this from working effectively at this time.
The text was updated successfully, but these errors were encountered: