Tips and Tricks
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The Countdown Config and Countdown Viewer are designed specifically for managing countdown timers, providing a streamlined solution for triggering, controlling, and displaying countdowns in real-time. Countdown Config
Countdown Start & Stop (Behavior) â Controls the initiation and termination of the countdown based on specific triggers.
Value Changed (Event) â Triggers updates at a defined interval (set to 1 second in this case).
If State Is (Expired) â Checks if the countdown has reached zero. If expired, triggers the next action (e.g., displaying a message).
If State Is (Stopped) â Checks if the countdown has been manually stopped. If stopped, triggers the next action (e.g., sending a message or performing a specific behavior).
Countdown Viewer
Countdown Symbol UI â A Symbol in the UI that dynamically updates to show the countdown timer based on values from Countdown Config.
Length in Seconds (Traits) â Defines the total duration of the countdown. Adjusting this value determines how long the countdown runs before reaching zero.
Countdown Viewer (Update) â Receives updates from Value Changed, ensuring the countdown timer displays the current value in real-time.
Countdown Start â When triggered, the countdown begins.
Countdown Stop â When triggered, the countdown stops.
The Datum Config and Viewer can be used to represent a player's life points. The Datum Config serves as a container for numerical values, which can be adjusted through operations such as addition, subtraction, multiplication, or division. When linked to a Datum, the Viewer provides a visual representation of the current value, ensuring that any updates are immediately reflected in the UI. This setup is commonly used to track player health, scores, or other game-related statistics.
The image above illustrates how a Datum can be used to represent Life Points. The Life Points Datum is initialized at 100. A Datum Subtract Value Effect, set to 10, is then linked to an NPCâs Collided Cause. As a result, when the player collides with the NPC, the Life Points Datum decreases by 10. The updated value can be displayed in the playerâs UI using a Datum Viewer Symbol.
The Datum Viewer displays values from a linked Datum Config. In the Traits panel, the associated Datum Config is selected to determine which values appear in the UI. This can be found under the Symbol Spark and dragged into the UI Editor panel.
Important Note: Ensure that the Datum Viewer has a reference to the Datum Config to reflect any changes accurately.
Datum Set Value Effect (Behavior) â Assigns a specific value to the Datum Config, enabling precise control over the stored data.
Datum Subtract Value Effect (Behavior) â Decreases the current value of the Datum Config based on the specified amount in the effect.
In Bonfire Builder, Avatar Entities enable the creation of custom avatars using Traits and Ready Player Me features. Avatars can be customized through Ready Player Me Traits and then linked using the provided URLs from the Ready Player Me website.
The video above demonstrates the process of creating an avatar on the Ready Player Me website. After selecting a gender and customizing the avatar, Ready Player Me generates a unique link that can be used to integrate the avatar into Bonfire Builder.
The video above demonstrates how to add an Avatar Entity to the Map Editor by dragging it into the scene. Once placed, the Ready Player Me Traits can be accessed, where the provided avatar link can be pasted into the RPM Avatar URL field.
Important Note: To save a custom avatar, the book must be saved to a local directory.
In the picture above, Avatar Entities can be placed by dragging them into the scene. To apply a Ready Player Me custom avatar, locate the Traits section, then paste the Ready Player Me custom avatar link into the RPM Avatar URL field.
The copy-and-paste hotkey simplifies the process of modifying Spark value traits. This allows for quick duplication of values across different traits, such as copying a Rotation X value and pasting it into Rotation Y within the Transform traits.
The video above demonstrates how to copy and paste Spark Value Traits. It includes a visual of the keyboard input on Windows, showing the copy-and-paste process. The example highlights copying the Rotation X value and pasting it into Rotation Y, followed by the resulting changes in the Spark Value Traits.
Important Note: While copy and paste is a common function, it streamlines workflow when working with multiple Sparks that share the same position. Spark Value Traits can be efficiently duplicated from one Spark to another using this method.
In Bonfire Builder, Sparks can be replaced with sparks of the same type by dragging a new Spark into the Map Editor and locating the base Spark in the Spark Traits panel. This method allows for swapping Sparks across various categories, including Entities, Config, Symbol, and Audio, as long as they belong to the same type.
The video above demonstrates how to replace a Spark with another of the same type. It showcases examples such as swapping an Avatar Spark with another Avatar Spark, replacing an Audio Spark with a different Audio Spark, and changing a Billboard Spark with another Billboard Spark.
The video above demonstrates what happens when a Spark is replaced with one from a different category or a different type. It also highlights the outcome when Sparks belong to the same category but are not the same type of spark.
Important Note: Sparks can only be replaced with Sparks of the same type. While some Sparks may belong to the same category, they are not always interchangeableâfor example, an Avatar Spark cannot be replaced with a Primitive Spark. Only Avatars can be swapped with other Avatars, and Primitives with other Primitives.
In the picture above, the Spark Traits panel demonstrates how a Spark can be changed using the Base Spark. This is done by dragging a new Spark onto the Base Spark within the Traits panel, allowing for replacement with a Spark of the same type.
For more details about the Datum Config.