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Everything posted by Igor Q.
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Hi Im trying to make a "spell" which casts 3 explosions consecutively in a straight line and plan on using a trigger zone where when a unit touches the zone they take damage. However I cannot "move" game logics. Anyone known an alternate solution?
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You'd kinda want a heat seeking missle to work in 3D...
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I love this idea too. A radio item would be awesome.
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Im gonna work on my custom maps for Ylands and maybe some League of Legends
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I feel honored I hope we get more editor support in the near future
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Depends how often you do it but I wouldn't worry about it. I can make the game spawn 7000 randomly placed entitites in 4 second and the delay is barely noticeable.
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Got script to work for catapult, there was a small mistake in the script. However I still can't get it to function for firing a gun (of any kind)
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I'll come! =]
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@Spyler.X I could turn it into a real heat seeker without the 100% auto target if only the listen event for firing a weapon worked
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I've got a somewhat working missile system now. However I can't seem to make the system trigger upon firing which kinda sucks.
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Editor Bug: Nade damage is not damage
Igor Q. replied to RedEagle_P1.'s question in Suggestions & Feedback
I did some testing... The player is not "teleport able" while under the influence of the grenades knock effect. For all intents and purposes if you really need it, I would put a delay time of about +5 seconds which should be sufficient for the teleport to function properly. -
I mean yeah, I could do that. But it's only useful in pure pvp games. What if I want it to damage everything such as terrain, mobs, plants, etc?
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Cool code! Unfortunatly adding the damage clause is the important part
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Just remember though, as of this moment all multiplayer games that you load and save will store player information and items into a temp save file. Which means you technically don't need this code since it already includes an "save and auto load" for all characters (UNLESS you start a new session of the game, which also makes the previous code obsolete)
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Just using a simple drop item listen. Edit: Just did some brainstorming... I'm guessing the only way is to create a "large" zone and add every damn entity to it, and then "IF" distance between each entity and the spell less than "X", they take damage. I agree that it would be very recourse intensive....
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Here ya go my dude. If you have questions, let me know. Edit: "Set Counter" is a Local Variable I added to the script. Edit 1: Set for "Spawn Point 1" -> REPEAT TIMES GET LENGTH Array GET LABELS Game Logic #4: Player Save Label
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The easiest way I can imagine doing this would be when a player triggers the action via dying, disconnecting, saving or etc. Create a man npc and attach it to label "player save". Then run a script that saves the inventory using an array and giving it to a new npc and giving it the same name as player. Once a player joins the game make the trigger search for each entity within the label "player save". If the string names match for both the npc and the player give NPC items to player and delete NPC.
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Looking for people to play custom games with!
Igor Q. replied to Igor Q.'s topic in General Discussion
Which meeting for which group? -
Sounds without a specified location?
Igor Q. replied to Indomitus's question in Suggestions & Feedback
If required for only 1 player, you could set it up to play on the characters location. If you are hosting a multiplayer game you can store the player in a label and for each entity in the label you play the sound at its position....I think you'll need to use an array for that. -
Problems with Ylands as a game engine
Igor Q. replied to RedEagle_P1.'s question in Suggestions & Feedback
1) I dont think cars are a huge deal, but definitly getting more vehicle options such as a blimp or aircrafts would be awesome. (Also a flame thrower, because why not? 2) I can agree with that, I think its due to the slow attack animations and aiming. In a game like League of Legends a person is able to input 3 ability commands, attack and move within the span of a second. Increasing the attack speed animation and recoil animation would definitly help as a start. (Also an equipable shield ) 3) I actually like the FPS option in this game, while it is a bit difficult, I've had experience with Overwatch and counterstrike and find ranged weapons pretty fair overall. Personal input: Getting support for importing models, sounds and more scripting tools will provide all the "content" Ylands needs from new content being developed by the community. -
1) The editor (gotta make dem triggers!) 2) That feeling when you travel by boat for the first time exploring 3) The low poly feel of the game with hi res rendering
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It can be for as many players as you want! However due to current limitations, the max is 4v4. Alot of testing is needed atm for the weapon balances...
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Hi I'm trying to make it so that when a character dies (items are removed from inventory), all items they drop despawn. However if the character contains more than 1 item in the inventory the game code bugs and the character freezes as a ghost and only the first item despawns. Any idea on how to fix this?
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Gonna need a pic for this. It's not working on my end. Edit: Never mind, need to include character equipment as well.