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Everything posted by Spyler.X
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drone with remote control https://ylands.net/asset/409
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well here they have the model so they can experience https://ylands.net/asset/408
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the ship has the same logics will not move at the start of the game but you must first activate the stop lever to reset the logic before starting to drive *if you place several ships and do not deactivate them all, it is possible that having the same name the logic, when driving one of them it accelerates to infinity
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You can do it without problem. are ready for it
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well I have uploaded version 2.0 of the flying boat The speed is set so you can reach it with the helicopter while learning to fly. Everything is renamed so that it is easy for you to edit the values. (I do not recommend raising the rotation to more than 0.5) I have also uploaded the two control systems, they have a video above how it is placed. flying boat V2.0:https://ylands.net/asset/405 Radio control V1.0:https://ylands.net/asset/406 Radio control V2.0:https://ylands.net/asset/407
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radio control pegi 7+ At the end we have a simple and practical model. It is very intuitive and very easy to implement for everyone. Install the model where you want, on top of a vehicle, to drive it, or on the ground and handle it from a distance. It is advisable to place the aft and bow elements of the boat. To avoid crossing the land if it falls down. Add to the label your vehicle or elemntos that you want to drive. To start flying, first, activate the stop lever once. The stop lever is automatically deactivated so that you always have it available, in case of emergency. Then start with a vertical ascent to avoid the effect of water, and you can enjoy your trip. The speed is normal so that they can learn to handle it, if they want to increase the sensation of flight, increase the speed of rotation. this can be done by modifying the value of the time trigger (I do not recommend uploading more than 0.5) * If you move far from the starting area you will notice some delay in the movement. * For a higher speed it is good to put another stop lever, but this will cause a delay in the movement, so I do not recommend it. Here you can see how to have your flying boat in 2 min
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true, the first thing I did when I realized, was to look at your picture again but in the end something good has come out of all this. The result is a very practical and intuitive system. I think, even to SyxtySyx, it's really easy for you
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haha I had already finished but when I put the panic button I realized that I did not need so many levers so I'm making some adjustments that are luckily being very simple
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do not worry sir sixtysix, I will do it in such a way that you can do it in a simple way
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I'll just say that tomorrow you can see more
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to avoid the activation, you must put forces that are compensated so that the object remains still. or set a delay time that allows you to deactivate them before you start the rudder in the air ami if I worked, to avoid the fall do not use the rudder, use only the logic. also say, that those tests that I did before changing some values and everything was different I think we will have to do many tests with this. later, I will try to do some tests if I get something that is really functional so do not pay much attention to this P.S: *I did a couple of tests, the useful distance of the logic is the distance of render, except in the big ship, that this will not affect you. Putting a second logic at a distance for other vehicles did not work. My conclusion is that the most useful thing to perform these tests in the current state of the editor is to use a large or medium boat. If you only handle it with the levers the boat will not fall apply a logic of rotation on the x axis and horizontal movement will generate an ascending or descending rotation, depending on the direction in which it rotates. in my test of the solar system solve this by applying these logic on a reference object. That is to say, applying a central object with the logic of rotation and the object that really wants to be used, the logic of offset entity with value 0 is applied, plus a logic of movement this will avoid the vertical movement
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If V-Alfred thinks that the forces applied to the ship to navigate will affect the logic. this could be compensated with a logic that has more strength than the boat, also tell you that I realized that there is a certain distance the logic stops working, maybe this could be solved by putting logic in several places. There is still a lot to experience with this, it can be improved a thousand times, it was just a very basic test. For example, if you apply this logic to the car, a curious antigravity effect is created, and the raft ... I'll leave you with a couple of tests I did yesterday. The logics of rotation with vehicles create many conflicts In the future when the editor's scripts improve, we can surely make it better and easier. P.S: *I did a couple of tests, the useful distance of the logic is the distance of render, except in the big ship, that this will not affect you. Putting a second logic at a distance for other vehicles did not work. My conclusion is that the most useful thing to perform these tests in the current state of the editor is to use a large or medium boat. If you only handle it with the levers the boat will not fall apply a logic of rotation on the x axis and horizontal movement will generate an ascending or descending rotation, depending on the direction in which it rotates. in my test of the solar system solve this by applying these logic on a reference object. That is to say, applying a central object with the logic of rotation and the object that really wants to be used, the logic of offset entity with value 0 is applied, plus a logic of movement this will avoid the vertical movement the raft will work well as long as it uses only movement logic and does not exceed the rendering distance
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hahaha that would be fine, my current job is not very nice But I discovered this marvel of logic thanks to Stephen and I could not resist, they can make your ship steam punk flying. I hope to see some soon
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I'm sorry, I did not notice and I created a new thread
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Is there anything that can not be done in this game? the logics with the ship are wonderful I published it in community creations
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I already put the model in the workshop, also a small video test. * To start first you have to activate all the red levers. https://ylands.net/asset/386 To handle it being mounted, maybe you can put some zone activator that also moves the character, so that it does not fall.
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ohh yes i got it thanks anyway Stephenw1992 the movement is perfect, the rotations if they cause me some problem, there is still much to improve but for something you have to start. l then I post the model to the workshop, so you can do your tests. Of the only thing that I did not get to work, is that when the drone stops, the rotors do not turn backwards. let's say that the event listener that deactivates the logic should also activate one and it does not. Another problem that I have not yet been able to solve is like doing a partial rotation and that works all the time. At the beginning, I set a rotation of 15 degrees, but when the repetitions are finished it stops working. This version is too small to be comfortable to drive while moving
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Look here
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That is a really good idea. Something that can save you work if you do it with the editor, copy an area already planted, and paste the selection, with the option to adjust the terrain in the area you want to replant
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have if someone can help me with this. I learned some things with the fly, now I have created a drone and I have put the necessary animations. What I have not achieved is to activate the logic with a lever. Haber if you can help me control it. I want to be able to fly my drone I have chained some logic and it does not work. something I must be doing wrong
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I could not resist I had to keep trying. I have made a simple model of flying insect, I have put a small animation, it also serves as transport to make the logic simpler, group everything in a label, for now I have only been able to use the displacement, the rotation is more complicated. Stephenw1992, do you know if there is any way that repeats are infinite?
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The first thing I say again Stephenw1992 is that you are a crack. I started with something that I thought would be simple This really took me a long time, I simplified a bit the solar system model I had done to be able to apply the logic more easily even after 6 hours to get to create the orbits where I wanted. But I realized the full potential of the logic of the game. Anyway, I'll leave it a little aside until I can apply the logic to groups or be able to link objects in a more precise way. For the moment, I think it's too laborious. I will continue creating some compositions, now I will create them thinking about applying logics them later. what they see happened a lot of times in the end I got it
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Editor Tutorial Series (videos and requests)
Spyler.X replied to Stephenw1992's topic in General Discussion
well my first test did not turn out exactly the same, but it's a start Stephenw1992I have a doubt, it would be possible with this system to create some type of animation. That is, I made the composition of this dragonfly, would it be possible to give it movement? -
Editor Tutorial Series (videos and requests)
Spyler.X replied to Stephenw1992's topic in General Discussion
yeah Stephenw1992 you are a machine with the logic. We hope to continue enjoying these wonderful tutorials -
Editor: How to prepare a composition for upload
Spyler.X replied to Mesh333's topic in Community News
the .ycp file for the workshop you should find in this folder. C: \ Program Files (x86) \ Steam \ userdata \ 146223620 \ 298610 \ remote \ Share \ Compositions Keep in mind that if you do not close the editor when you upload it to the workshop the composition will disappear from your editor. the latter is a known problem that we hope will not be long in correcting