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- Hello there, thanks for checking out this mod! This readme should be useful if you want to use the Shine Sprite in your own maps. If you want to ask me something, feel free to ask on Steam or in the HiT discord (username pigrsi).
- INFO:
- It can be used as a replacement for the Time Pieces. Feel free to use it in your own mods (see how to do this below). If you use it, make sure to set it as a Required Item on your workshop upload, so anyone who subscribes to your mod will be prompted to also subscribe to the Shine Sprite if they haven't.
- USAGE:
- How to get it into your map:
- 1. Subscribe to this mod. Run the game to make sure it gets downloaded.
- 2. You will need to compile the scripts for the Shine Sprite, but you can only do this if a mod is in the local mods folder. So, go to steam\steamapps\workshop\content\253230 and move the folder named 1306042090 into Steam\steamapps\common\HatinTime\HatinTimeGame\Mods.
- 3. From the Mod Manager, click on the Shine Sprite mod.
- 4. Make sure the Editor is not running. Go to the Scripting tab and click Compile Scripts.
- 5. Cook the Shine Sprite mod.
- 6. When it's done, open the Editor and the Shine Sprite objects should appear in the list of Actors Classes list! You can now place them in your map.
- 7. When your map is done and uploaded you can move the Shine Sprite folder back to where it was initially.
- PROPERTIES:
- In the editor, a Shine Sprite is basically just a Time Piece with some added properties. Below is an explanation of what these properties do. Keep in mind there are three notable sections of options in the object: "Shine Options", "Extra Shine Options", and "Hat Time Object Base".
- Shine Options:
- Start Target/Dest Target:
- When the Shine Sprite is enabled, it will jump from the Start Target to the Dest Target. If not set, it will jump and land on the location it is placed in in the editor.
- Start Target Can Move:
- Set this if the Start Target is able to move, and you want the Start Location to be able to follow it.
- Allow Air Collect:
- By default touching the Shine Sprite will make the player fall to the ground. Set this if you want them to be able to be collected in mid-air like Time Pieces.
- Extra Travel Height:
- Adjusts the path of the jump from Start Target to Dest Target. Changing this will change the height of peak of the jump.
- Travel Time:
- The amount of time in seconds the Shine will take to jump from Start Target to Dest Target when enabled.
- Force Gold Shine/Force Blue Shine:
- By default the Shine will be gold if it hasn't been collected yet, or blue if it has. Set one of these and the Shine will always be the same colour. If you use the blue shine, consider turning off Depth of Field on your map, as it makes the Shine hard to see.
- Extra Shine Options:
- Shine Text Enabled:
- Whether or not to display "Shine!" when during the Shine collection animation.
- Japan Shine Get:
- Shine Text will display "Shine Get!" instead of "Shine!".
- Disable Rise:
- When the shine is enabled, it rises slightly before jumping to the DestTarget. This disables the rise.
- Use Time Sphere:
- Time Sphere is the black void around Time Pieces. Set this and the Shine will have its own Time Sphere.
- Use Regular Time Sphere:
- The Shine Sprite's Time Sphere is a different colour to the Time Piece's. Set this and the Shine will use the Time Sphere's version.
- Use Old Model:
- Uses Shine model ripped from Mario Sunshine instead of high-poly version.
- Hat Time Object Base:
- The Shine Sprite mainly uses the same code as Time Pieces. This section contains the same unique properties of the Time Piece. They still work in the same way.
- MORE USAGE:
- When you want a Time Piece to be activated using Kismet you use the "Show Time Piece" action. To activate the Shine Sprite you should use the "Show Shine Sprite" action. They both work, but "Show Shine Sprite" uses the Travel Time property to work out how long the activation cinematic should be.
- EXTRA STUFF:
- There is a small map included with some Shine Sprites in it to demonstrate how they work.
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