Cytech has added several custom effects and features that can enhance your gameplay and immersion into our environment. The effects below affect every player. You can find this in the General Attributes tab in the Eden Editor.
A screenshot in-game showing the options available
This toggle option adds a check that whenever a mission starts, it will turn and lock the time tonight. It will also continue to update the time back to midnight every 60 seconds.
The reason midnight is also important is that we have a custom lighting config that removed the right amount of light to only give the rough outline of the structure without blinding the player.
Default Value = True
This toggle option adds floating dust particles around the player to give the illusion of suspended particles in underground environments.
Default Value = True
This toggle option enables earthquake events to generate a more atmospheric environment. You can adjust this with the parameters below:
Default Value = True
This parameter is used to set the absolute minimum time in seconds until the earthquake event triggers.
Default Value = 600
This parameter sets the random maximum time from zero that’s added in between each earthquake event.
Default Value = 600
This toggle checks if the player is standing inside the terrain. An out-of-bounds notification will be shown to the player. This then adds a variable to the player stating if they are inside or outside the facility. You can then use this to add whatever effect is necessary for your game mode.
Player getVariable “playerIsOutside”;
When called, this gives a true or false statement.
Default Value = True
This toggle enables a maximum limit a player's view distance can be set on the terrain and if controlled below.
Default Value = True
There is a maximum limit to the player's view distance on the terrain.
The player can see distances from 100 to 5000m. We recommend keeping this on the lower end to increase performance.
Default Value = 180
This toggle enables a adjusting view distance where we have certain areas defined. The view distance will vary according to the environment. An example, in tight corridors you would need a lower view distance, this means we can add more detailed assets to the area. In long tunnels, we don’t want the immersion to be broken by fog. The view distance was extended so the player could see the tunnel.
Default Value = True