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Everything posted by Igor Q.
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Any news when we can have personal blueprints supported in multiplayer servers? (Besides me using a script XD) (Or be able to interact with blueprints in editor?) @Aleš Ulm
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Glad to see the game I coded become an official map of Ylands :D I wonder if it's the same easter eggs I added in the original game... ?
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Contest Screenshot Contest + Guidelines
Igor Q. replied to Adam Snellgrove's topic in General Discussion
Dang so jealous of you guys, all I can do is code -
Great for you to become part of this community Adam! I hope you create a wonderful relationship with all members of this community. Mind telling us which strategy games you like and what's your favourite type of coffee (or tea)?
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Gonna be interesting once we find aliens!
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If all the side requests get through I should be able to do alot of stuff with this *fingers crossed*
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Hey ales Great to see some visual updates. As a small suggestion, I think having the option between choosing head shape, eye shape, nose, mouth and hair style would be much more satisfying than choosing between "premade" looks. Also...when are getting the Ylands demon skin? I really want it Another suggestion, why not host small vote systems for features the team is working on but not sure which one to pursue? For example, if the Ylands team has to choose between prioritizing making Ylands monsters more diverse or creating flying vehicle's a poll that is world wide would be a great way to help prioritize features the entire community wants.
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Hey guys! I've had multiple cases of needing tan functions to calculate angles (sin and cos don't work properly for all angles). If you could implement tan and inverse tan that would be immensely helpful. Thanks
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Ability to input custom controls or acquire driving wheel inputs.
Igor Q. posted a topic in Editor Suggestions
Hello With the introduction to the new animation system, I wanted to be able to do some possible games involving giant animals, robots, etc. However I need a way to be able to input functions. Suggestions: Option A: When a player sits in a specific chair, that chair within it's script can have input commands such as pressing "A" does something. For example, if a player is on a boat sitting on a specific chair, "WASD" can be used to move, pressing "Q" will fire cannons on the left side of the boat, pressing "E" will fire cannons on the right of the boat. Option B: When players grab control of a steering wheel for a boat/car the control commands can be registered in the system. Ex: A steering wheel attached to a "Shark" will have left right be the same, but have the forward/backwards make the shark go up or down in the water. Etc. Ideally, I want to link an action (or key press) to an instruction in script. @Houp -
Did you ever have a crush on a character from a cartoon/anime/video game? ?
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After a long hiatus of transitioning to new work IRL, and playing tons of LoL in the meantime, I've finally decided to get myself back into scripting and stuff in Ylands. I'm right now looking for new projects to do and anyone who wants to collab is free to contact with me. Hope to play and make stuff for you guys in the near future Cheers, Igor.
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Hi I've been playing on the new patch 0.12 and a couple of times the game crashed while editing a group of welded objects. Now the game loads up with a black screen each time. I have tried restarting my computer, re-installing Ylands, and I have tried re-installing steam + Ylands Outputlog: Initialize engine version: 2018.3.5f1 (76b3e37670a4) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.1] Renderer: NVIDIA GeForce GTX 1060 6GB (ID=0x1c03) Vendor: VRAM: 6052 MB Driver: 25.21.14.1735 Begin MonoManager ReloadAssembly - Completed reload, in 0.132 seconds <RI> Initializing input. <RI> Input initialized. <RI> Initialized touch support. UnloadTime: 0.564000 ms The referenced script (Unknown) on this Behaviour is missing! (Filename: Line: 195) The referenced script on this Behaviour (Game Object 'PanelLogin') is missing! (Filename: Line: 294) Unloading 4 Unused Serialized files (Serialized files now loaded: 18) Output log Clean: YlandsLog { "LaunchUtc" = "15/04/19 23:22:59(-4)", "LogVersion" = 1 } [IN] [15/04 23:22:59.27] Ylands Version: 0.12.0.69040 0_12 full '0.12 Full + DS-U 27' [IN] [15/04 23:22:59.27] System spec: os=Windows 10 (10.0.0) 64bit cpu=AMD Ryzen 5 1600X Six-Core Processor mem=16336 gpu=NVIDIA GeForce GTX 1060 6GB gpuVendor=NVIDIA gpuMem=6052 [IN] [15/04 23:22:59.52] Loaded data in 247ms. 8 sources: 1u, 2u, 3c, 4c, 5c, 6c, 7u [IN] [15/04 23:22:59.64] command line arguments: E:\Steam\steamapps\common\Ylands\Ylands.exe -logFile ./Ylands_Data/output_log.txt [WN]U [15/04 23:23:00.14] The referenced script (Unknown) on this Behaviour is missing! [WN]U [15/04 23:23:00.15] The referenced script on this Behaviour (Game Object 'PanelLogin') is missing! [IN] [15/04 23:23:18.72] Quit requested. granted=False
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General guideline: Create an object a player can interact with. When the player interacts with this object, enable a time trigger with a delay of 0.2 seconds. (Make sure to set repeat to -1 ) Inside your time trigger script set it to on trigger change the color of your object and after a delay of 0.1 seconds change the color of your object again. This script will cause your light to flicker between 2 colors at a 0.1 second interval.
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It would be alot easier imo to set tree HP to 100,000 and when damaging a tree if the player has a label deal a bonus 50,000 damage.
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Not really for capture the flag but for just about anything. In some cases you dont want a player to accidentally unequip an active item because that is not the intended purpose. Ex: I dont want people to unequip an axe used to kill a boss, I dont want players to unequip a tool they are supposed to use or I don't want players to unquip their weapon they are suppose to use for pvp. In short, I want to force players at all times to have an active item equiped.
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@Houp To add to this, can you give us the ability to "Lock" the active item of the player?
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RESOLVED [YLD-16560] Dialogue Box on game start
Igor Q. posted a question in Bugs & Technical Issues
If you start a game with a dialogue box, sometimes (but most frequently in multiplayer) the dialogue box will not open properly and you will need to close and re-open the dialogue box for it to display correctly. This issue I believe is caused by the game files loading slower than the dialogue box prompt. If I set a long enough initial delay (5 seconds) this bug does not occur. -
Kk, will do.
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Hi, as part of my game creation involving mages, I have multiple instructions which loop, calculating the movement of a spells such as a fireball and checking any nearby collision targets. However when I try to host this in multiplayer the code "breaks", and the section of the code that runs collision detection completely turns off. I would like to know if there is a calculation limit for instructions in terms of complexity or speed when hosting multiplayer games. Thanks for your time -Igor
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Hi I personally don't understand how ranged weapons work, specifically ammo/projectiles. Damage multiplier doesn't work for ranged weapons at all. Suggestion: Let ammo for ranged weapons be the multiplier. Ex: Wooden bow = Base Damage 10-20 Damage Wood Arrow = Damage Multiplier 1 (10-20) Stone Arrow = Damage Multiplier 2 (20-40) Steel Arrow = Damage Multiplier 3 (30-60) Another problem is even if I set the projectile ammo to a specific color, Ex: Red Arrows. When I shoot a bow with red arrows it only shoots out normal brown arrows If you can (hopefully) address these 2 issues it would be wonderful to have an event listener specifically for ammo (bullets and arrows) so that if for example I use a "Frost Arrow" I can slow my enemies, but if I use a "Fire Arrow" it will then burn the target. Many thanks, Igor
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GAME Suggestion - Animal Domestication
Igor Q. replied to Expancion's question in Suggestions & Feedback
I could do this....but I need the AI patch to go happen ? -
Great news, I hope with the /w function it will give us a auto-fill function so we dont have to type out complicated usernames. Additionally in many games there is also a /r for reply whisper command so you can quickly reply to someone who messages you. I hope this is implemented. Out of curiosity how is the implementation of mini bosses in ylands and such? I would like to work a little bit with you guys on that Could you also consider adding something similiar to minecraft where the last bed you slept on is your respawn point? Its annoying in PVE if you accidentally die and have to travel from an empty island to back home without a ship... Lastly, any news on controlled movement for objects over time?
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For anyone who likes chiptune stuff this might interest you
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GAME Suggestion - Animal Domestication
Igor Q. replied to Expancion's question in Suggestions & Feedback
Would be nice, in the last dev diary they mentioned they would implement the beginning of AI in patch 0.13. If this is the case, I could definitly see domestication being implemented soon