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Everything posted by Igor Q.
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Yeah, at the given moment the editor is pretty limited. If you want help testing some stuff I'd be happy to help. In the meanwhile if you are testing triggers with entities just set it so that the entity you create is called "Player" and each time a trigger is run recall the entity name "Player".
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I tried using the event listener on "Ignite" but for some reason it did not produce consistent results. What did you use?
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Okay I can't seem to recreate my trigger from before but this following code should be good enough for all intents and purposes. 1) Create a Entity Label and set it to contain a Grenade. 2) Create a Entity Template and set it to contain the same grenade. 3) In your Entity Label script On Entity Removed Entity Spawn Entity Template the system registers that when your grenade gets removed from the game this event triggers. The game "deletes" the grenade when item is thrown, not when it explodes. This means the trigger won't activate if you drop it on the ground, but will activate if you dismantle/break it. 4) In your Entity Template script On Entity Spawn Entity Attach Label Entity Entity Label Entity Label
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Check post below.
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Hi Im right now currently working on a map and am trying to figure out how to add these functions using visual script. 1) Assign team/role based on interaction/trigger. (This also applies to spawned objects such as furniture and mobs) 2) Create an attack move function that I can use with mobs. (My current idea is the ability to "summon" a mob that will attack move to an enemy player/mob) 3) Create camera effects for specific players in a multiplayer map. 4) Import or create models/items with custom values such as effects, abilities, etc. (Think warcraft 3 editor)
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Issues I have with the game, along with severity level.
Igor Q. posted a question in Suggestions & Feedback
Here are a list of issues I have with the game, with degree of severity. High Severity Issues: 1) Lack of Editor Tools. There are very few triggers/commands we can use in the editor. If I cannot create something as simple as a Battle Royal game in Ylands, this game is doomed. A good example of what a strong editor can do is Warcraft 3. This is critical for the games success. 2) Crafting Recipes are not fully unlocked/visible in multiplayer mode, which means a player who already has access to all the buildings cannot create things unless he builds all the required tools/buildings himself. Additionally, if you have resources such as "grass", it will show you cannot create objects that require "rope". 3) No Lobby screen for Multiplayer. It's not possible to have a waiting room for games to start, which is critical for custom games that require all players to "start" at the same time. Medium Severity Issues: 1) Lack of content. After acquiring the tools to create things, there is not much to do besides creating pretty buildings. Some great things I've seen in other games are Redstone Circuits from Minecraft, AI NPC's the player can create such as soldiers, a non-mandatory campaign the player can "beat", lots of exploring features (temples, treasure trails, etc), and boss monsters to fight. 2) Building things is hard. This game requires too much time harvesting resources to create things such as castles. I don't want to rely on the creative mode all the time to have fun building (especially in multiplayer) 3) Non-renewable resources in a limited world makes it difficult for acquiring large amounts of resources needed for creative building and if new players join a multiplayer game they have no way of "progressing" in the game. Low Severity Issues: 1) The following editor tools: Changing Weather, Blueprint buildings + recipes to be used in custom maps. Set Variable Value or Customize value for unit/object stats such as string name, health, max health, attack damage, movement speed, etc. 2) Fix multiplayer bugs 3) Provide things to spend money on that are non-perishable such as Mount Skins, crafting recipes for cosmetics such as gold statues. 4) Provide a difficulty setting in game which makes you get hungry faster, take more damage, etc 5) Fix Projectile bugs with Flora. Bullets and arrows hit flowers/grass which makes it difficult to hunt animals. 6) Make it easier to access late game buildings without having to grind. 7) Make combat more rich with more potions, magic,more weapons, etc. 8) Provide more AI enemies such as an Indian War Camp or a Pirate Ship you can fight. -
Issues I have with the game, along with severity level.
Igor Q. replied to Igor Q.'s question in Suggestions & Feedback
I came back after hiatus and am very happy to see the editor got a rehaul aswell as combat! One small thing I dislike about the new combat system is the attack animations are too slow which makes it difficult to attack running enemies (I miss dying to leopards I accidentally grabbed aggro. It made me more cautious when exploring the world). I hope the multiplayer lobby is added soon because it would really help. I hope the visual script gets more tools... I have tons of free suggestions I can give if the creators are interested Also, I would strongly recommend reducing as many "dead" servers as possible. The only thing more disappointing than 2-3 empty servers is seeing +50 empty servers. -
Feels bad man.
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I would have made the code in a different way :V You can set up "Enable interaction" with an object, in this case opening a dialogue You can set up 9 options (numbers 1 to 9) And set up the string for the dialogue prompt to be the inputted code. If String = Code, then the chest will open.
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Hi. I want to create a trigger where when a person equips a map, automatically an arrow spawns above them pointing to the way point they need to go to. (The reason being that they cannot equip both a map and a weapon at the same time being quite important) My trigger currently uses the Event: On Game Start Repeat: 1 Time (It's a loop function) IF: GET ACTIVE ITEM character "ItemID" Then: Spawn Entity Arrow Sign However this trigger doesn't seem to work while the character has the item equiped. Any ideas?
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The function DOT A B is a dot product for vectors. It basically multiplies each component separately. Ex: Dot (1,2,3) (1,2,3) = (1,4,9) or Dot (1,1,1) (1,2,3) = (1,2,3) It was the only way I could convert the vector into a savable variable. So I could store those values for computing the angles/distance.
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Alright I was able to figure out this god forsaken trigger that took me so long.
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Hey again! I was able to successfully make the trigger! However when I try to orient my arrow to point to somewhere I can't get it to work. Currently I'm trying to make it so that each time it spawns it "points" to a treasure chest. Problem is, I have tried several functions and none of them have worked. I've tried "Aim to entity", as well as trying to "Set Orientation" by calculating the angle using Sin and Cos functions however the "Get X vector" function and finding the difference in position function doesn't seem to work Any ideas?