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Everything posted by Igor Q.
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Why not use the stop movement/rotation logic?
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RESOLVED Aim logic resets angle when player doesn't move
Igor Q. posted a question in Bugs & Technical Issues
I set up the following script using an animated arrow to follow the player. When the player stops moving, the arrow rotation resets back to a default position. Once the player starts moving again, the arrow starts to correctly follow the player. Edit: I believe the issue is caused by objects with no collision -
Also, for #2. If we can add points while something is moving on it that would be great.
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Using the script editor.
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For some reason using the logic comparison get name of active item while holding a stone pick, does not let us do the comparison with the string "Stone Pick"
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I don't think this would be too complicated, but could we have an auto save feature, such as have the file save itself every 10 minutes? Sometimes I'm working on the editor and forget to save and X error occurs and my computer or game crashes and I lost the progress I worked on for an hour.
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Oink oink
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@Adam Snellgrove
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User Interface and Teleport Interface Added!
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I could make a prototype
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RESOLVED [YLD-21283] Duck boat glitch
Igor Q. replied to Fompster's question in Bugs & Technical Issues
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Searching for "Minus" does not show the Minus Logic
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This guide will include an open source file you can use to help you learn. https://workshop.ylands.com/asset/1738 Or Seach on Workshop Composition "Owl Animation" Step 1 Rigging your animation: First break down your model into groups for each moving part. Once you have each part grouped, set the parent of each group to the larger part it's attached to. As a general rule of thumb, your largest group (usually the torso) should be the parent of your entire model. When selecting the parent, it will show all of the sub groups attached to it. It's important to note that the pivot point relative to it's parent is important. Your pivot point should ALWAYS be where you want it to bend. Tip: You can add a reference point to your group and set it as the pivot point for your group. It is recommended that every group pivot point is set to the reference point. Step 2 Adding Sub-Parent Animations Adding Animations to your sub-parent groups should ALWAYS be set with space set to relative (or relative to position depending on the complexity) With rotation offset, it will vary depending on the rotation of your reference point, but generally it will take trial and error to get the best results possible. Step 3 Adding Parent Animations Once your base animations are done, add your parent animations. These should usually be set to Space - Absolute as it's moving independent from the rest of the body. When you test out your animation (Shortcut F6) the sub parents should move while following the movement of it's parent. You might have re-adjust and repeat steps 2 and 3 a few times to get the right fluidity. Step 4 Connecting Multiple Animations Together (Extra) If you managed to make multiple animation loops you can chain them. Start by first adding all animation logic for 1 type of movement into a logic label. Then create a global storage which has an instruction to enable/disable all animations inside your game logic label. This can then be referenced in other scripts to handle an entire animation sequence all in one shot. (In the game file example, it is attached to a lever) With this system, it is possible to switch between a walking loop animation and a running loop animation! Good Luck Creators!
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Hi I'm going to be extending the original mod server pack!
Igor Q. posted a topic in General Discussion
Hi everyone, a while back I made a server mod pack that helped people manage their servers, today I will be extending that mod list to include more features. Some of these new features will include: A list of all players that logged in or out A way to easily ban players. This will also delete the last X amount of objects placed/dropped by the player (optional). Note: For server stability I would limit this amount by no more than 100 objects. A way to find out which player placed a block, blueprint, etc If you have any requests now is this time to do so. @RedEagle_P1. @bojo2736 @Spyler.X @kimbuck @Deadeye_Rob @Miguel Preguisa@Bob Salvador@Indian Chief Server Mod Pack is now out! https://workshop.ylands.com/asset/2218 -
RESOLVED [YLD-21254] Candle Conundrum
Igor Q. replied to bojo2736's question in Bugs & Technical Issues
Yeah, I've had this bug too. I added a "don't touch my torch mod" exactly for this reason -
You would need a script to do that. Message me on discord and I'll help you out
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Hey @Rudy.cz I've been trying to work on "linking games together" but it's not working (at least Locally). Can you please let me know if I'm following the proper procedure? Step 1) Create a "game set" Step 2) Click "edit" then "Add Current Game" Click "Get ID" and save text file for later use. Step 3) - Create a new game file -Add to game set Step 4) Create a lever with the following script inside. Optional) If the game is hosted online, reference the Guid number within the workshop instead. Ex: Tutorial has asset id 585: https://workshop.ylands.com/asset/585 Yes/No? I've been trying to do this for a while but I'm not exactly sure what I'm doing wrong. I'm also getting this error when I try to upload a file online with a game set attached to it
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I think it would be interesting if players needed wagons or wheel barrows to carry heavy materials. Having a weight limit could make the game significantly different. it then becomes important how you plan to transport resources and now a larger boat actually is useful compared to a raft! XD
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The "throw" logic is actually the exact same logic used for the bow and arrow, hence why they disappear after a bit.
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Hello I was talking to several people who are using the server's in-game @RedEagle_P1.@bojo2736@Spyler.X and right now one incredibly important feature they need is the ability to AT LEAST save their inventory in world using game storage files. With the servers being incredibly unreliable and roll backs happening constantly it would help them immensely if we can at least save a portion of their progression (their inventory items) for now. @Adam Snellgrove
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Hi I would like it to be possible to set an entity template (such as a weld) as a possible recipe. My imagination scenario would be something like this. - I have an entity template for a welded object with a script attached (such as a Magical Wand) - The player needs X objects to make it, such as 100 sticks, 10 ylandium, etc (It will check the item type for each object) - Once the player has all the required objects, the template item can be crafted using the crafting system. Reason behind this: I want to be able to create add-on mods for explorer and custom games by integrating the crafting system into the game. Ex: [Character] Learn Recipe [Entity Template] + Type [Array List Type] + Amount [Array List Quantity] In this case the Array List Type and Quantity are bonded together. It will search each array 1 index at a time and use those as the reference amounts.
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@F.hao Unfortunately no. There is no way to monitor the item being thrown. However if you need, there is an event listener to see when a projectile pierces a zone. @Adam Snellgrove It would be helpful if we can monitor the position of the object being shot. especially, the initial vector and aim of the player
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Ylands playground is for kids, not the explore mode! ?
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What kind of challenge do you want then? Usually sandbox games are a grind