Unless there is a way to receive a trigger from a previous step. There are several steps before where I ask for an integer for example, but in the logic of GH I would still need a trigger after that step has passed. As far as I know there is no such mechanism meaning I need a separate step to create the trigger.
Hello Everybody!
Is someone building a Repository/Library for GH Player/custom tools?
would be great to have a common Place where to find /download them!
Also organising by topic/field would be great - I would be really interested if somebody did already build some custom tools for helping with actual modelling. but dont know how to search for that.
Is it possible to visualize and choose different presets in the same step in the Rhino command line when running the GH Player? (in a similar way you can see and edit the toggle options of the _Purge command)
It works smoothly when is not running by the player, I am exporting to my desktop, I have the latest version of everything and I am 100% sure that the file is not being used as it says in the Export Output.
The work was originally based on a java based utility called ark-tools which used ark-savegame-toolkit to output JSON text files which encouraged me to make something simple to list the information in master/detail grids. For more information on his work check out his GitHub repository - - Thanks for the inspiration @Qowyn
He was obviously an inspiration to others as his work was converted into a language I'm a LOT more familiar with and once again provided as a library/toolkit I could work with. It's called the ARKSavegameToolkit and you can find out more information over at
I'm now aware that a similar project was undertaken called Larkator by @coldino so please feel free to check his work out - if I hadn't already started this before discovering his it would also have been a good influence.
Just working on the designs for the inventory views for a player (and any tibe owned dinos/structures) atm so good time to post a couple more screens whilst answering. Going simple at first but coul extend it to show durability and stats of weapons and items etc at a later date.
Another screeny but with a little data populated for the player inventory, looks v.minimal now that I've removed the location fields which will free up some space for further item stats to be included.
I recently added charge nodes and rock drake nest locations to the structure listings - and colour coded the marker borders for nests (Wyvern, Deino, Drake) so that nests which contain eggs have a green border marker and nests without have a red border marker.
@MirageUK Does your tool allow admins to visualize any player structure on a map? Maybe in the future?
Any plans to add The Center as supported map?
That looks amazing! I can't wait to try this. If you need someone to test it, let me know
@Norlinri - it wasn't something I had considered as the custom map markers would allow you to "mark" user base locations but I guess it would be possible to at least map out and ceiling/foundations - the map is only top-view after all.
@user314 - I have a bit of time off over the new year and ended up playing ARK more than working on this tool. It's been a busy couple of weeks of being impregnated by Reaper Queens on Aberration. My tribe and I have been testing it whilst playing and so far so good. I plan on getting back on it in the next couple of days to complete the player tame view and tamed dino ancestor views.
That would be awesome if we could keep track of player's foundations/pillars/spike walls at least (walls and/or gates would be great too), just to get an idea of which tribe is where really On our servers for example we are trying to keep a map as clean as possible so that would really be perfect!
Great! I will keep an eye on this thread and give it a go whenever it's out!
@Norlinri - I can get the foundation lat/lon but there doesn't seem to be any information available to recover the angle - so if I were to map them out it would be square to the lat/lon and not representative of the actual foundation position / rotation in-game. I will do some experimenting and see how it looks.
That looks good to me already like this, thanks! This would give me a nice idea of what is where. Mostly to keep an eye on people who want to pillar the map etc Would be perfect if it could map out every single structure in-game but honestly, foundations and pillars/gates/spikes are already very nice! Does it separate it per tribe by the way?
Does it give you the overall structure count of each tribe as well? (even if it doesn't map them all out)
@Norlinri - I will need to create a key map for the structure names but something like this - so you can drill down tribes, players and structures to get a count and location of each and highlighting all the filtered structures on the map.
@Norlinri I decided against the "square box" layout for structures and went with the dots instead but with a filter so you can drill down the tribe/player/structure you're interested in displaying on the map.
For FTP you will have to select FTP Mode then click "Add Server" - the dropdown turns into a textbox to give the server a unique name. Enter the remaining details and click "Add Server" again to apply your changes and then click Save.
Settings - Creature Names - to complete functionality to allow users to add/edit friendly names. Does that mean that we, as admins, could rename players/creatures from that tool directly?
I don't believe so - it is possible to remove players as they have a seperate file outside of the main game save but structures you would have to rely on decay or use the tool to identify and do a manual cleanup.
Also, could you make it so it remembers what filters you had already applied? For example, if I select [All Players] and [All Structures] but I want to change to a different tribe, I have to reselect those two criteria again. Once again, not a huge issue.
Also the filter selections - the reason why it "resets" is that it only lists structures that the selected tribe/player have actually placed. So for example if a selected tribe or player has never placed / doesn't currently have any spike walls they won't be available as a selection.
I understand the need to have screen reader verbiage for the player but I'm wondering if there is a way to turn it off? Or, why is the screen reader verbiage showing even when a screen reader is not being used?
Also, the custom labels don't seem to be updating. I updated the text label to be "Continue" to align with the language of the player; however, the label will not update and still shows "Next (Ctrl+Alt+Period)".
Okay, thanks to this post by Kevin Thorne - -storyline/how-to-edit-player-tooltips-to-match-custom-player-text-labels - I was able to find how to edit the labels. In text labels accessible from Player, it's under "Tooltip: Next button" and "Tooltip: Previous button". I tried to be sneaky and delete the text but this still leaves the ugly box even though no label was visible.
There really should be a way to disable or turn the player tooltips on/off from the player. A tooltip for the next/previous buttons is an unnecessary tip. I can see it being helpful if someone is using icons, but not if someone is using text labels.
Thanks for reaching out and sharing a workaround! We do have the ability to disable the player tooltips logged as a feature request. I've added your comments to the report so we can update you if this makes it on our roadmap.
I am working for a Airport in Roblox and I need a script that when I click on a button, the script check if I have a specific tools in my inventory (In this case a suitcase). If I got the suitcase, the player who click on the button get the suitcase removed from his inventory. I don't want that the entire inventory get removed, only the tool. I want also that the suitcase respawn on a specific place. (On the conveyor.(Please, use X,Y,Z to respawning the suitcase)) I know this isn't a easy script but if someone know how to do it, I will be really happy.
I used the FindFirstChild() function, which finds the first child of whatever's calling it specified, to see if the suitcase was nil or not. If there is no such child parented to the caller, FindFirstChild() returns nil.
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