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Everything posted by Igor Q.
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Grouped objects with a parent are not animated correctly
Igor Q. replied to Oliver Hope's topic in Editor Bugs & Technical Issues
@Oliver Hope Hey Oliver The way you want to do it is like this. Group 1: Objects + Reference point (at joint location for child.) Group 2: Child Set Group 1 to rotate Set Group 2, to rotate around the reference point FROM PARENT, located at the joint location connecting Group 1 to Group 2. MAKE SURE TO SET REFERENCE POINT INTERNAL ROTATION TO 0,0,0 MAKE SURE YOUR GROUP 2 PIVOT IS LOCATED AT REFERENCE POINT BEFORE: After: -
They should also consider making the oceans more dangerous, right now 1/3 the time is spent exploring islands and hardly any risk when using a boat.
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Grouped objects with a parent are not animated correctly
Igor Q. replied to Oliver Hope's topic in Editor Bugs & Technical Issues
@Oliver Hope You have to check how your animation is moving. There are several options to move relative to the world or to the parent.... -
Hi I'm playing around with the skill editor, but I'm a little confused. I've tried using several animations, and tried to adjust the time down by changing the duration of the animation. Can someone help me out? The way I understand it is Duration is the total time it takes for the animation to play. Example: 5 seconds (0 to 5) Start Time is the starting animation time. Ex: 2.5 would imply starting halfway through a 5 second animation. End Time is the end time of the animation. Ex: 0 would imply the animation ends before it begins, 10 would imply the animation ends at "5", and holds frame for an additional 5 seconds. @NaruTheHuman
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So there is no way to slow down or speed up the actual animation itself? @Momon-san
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How to make a bed that designates a respawn point. 1) Create a bed and a Spawn Point inside the editor. 2) Add a script inside the bed. 3) Create a script that when the player "lies" on the bed, it switches the respawn point
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Hi I would like to have the option to be able to select multiple groups and welds and break them all in one go. Thanks
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Hey guys Im a pretty big audiophile nerd when it comes to music, especially if the music gives a cinematic/video game vibe. I'd welcome you to post any cool albums of music you think are worth sharing. (They dont have to be any specific genre so suggest anything!) Thomas Bergersen - Sun
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Hi I have 2 suggestions, which I think would be simple and fantastic aids to players. 1) For Ylands Barrier, let it be a toggle checkbox for both directions. Toggle - Let Players go Inside Toggle - Let Players go outside 2) Let there be a function in Ylands to have players "Locked" into chairs. This would be incredibly useful for racing games, using spaceships, and just "locking" players into a specific spot. Bonus Points if you can make NPC's sit down on chairs aswell.
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Bump: Would be really useful to have these functions built into the editor.
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RESOLVED [YLD-21403] Ylands playground not working [URGENT]
Igor Q. posted a question in Bugs & Technical Issues
We have a group of 4-5 people (this in itself is a rare event) and we cannot connect to the game. It keeps saying the game is prepared and then we are sent back to queue. I don't know how long this has been broken but you guys should fix this a.s.a.p. This is where all new players are going.... @Adam Snellgrove @TomasGestinger @Houp -
When I try click on the "Get ID" button, it doesn't save the text GUID into the clipboard. When I try to do it multiple times I get this Help? Anyway around this?
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We also need an easier way to test out gameset data. As in, switch between 2 maps and see if things transfer over properly.
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That actually makes a lot of sense considering the frame work for the logic regarding animation paths is already done. 3 Points, and simply adjusting the weight so that it hangs at the desired path.
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How do you get a position in front of the player?
Igor Q. replied to Jimin Park's topic in Editor Help
@Jimin Park Keep in mind something. (This is particularly useful to animations) Set/Get Position will always be relative to the world coordinates. Transform Position will always be relative to the local object/entity. -
Oh, thank you. I never saw that until now. *facepalm
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Hi Would it be possible to have an option to input the sizes of the basic shape tools? Right now it's difficult to for example, make a cube instead of a rectangle using the basic shape tools, especially for large sizes. This feature would also be handy if I need to make equilateral shapes, such as stacking 2 pyramids of equal sizes on each other to make an octahedron.
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Dev Diary #137 - Future Editor Improvements
Igor Q. replied to Adam Snellgrove's topic in Dev Diaries
Great to hear we will finally have the option to disable controls and do more with the new features. Does this mean we will finally get the "get aim" of the player camera yet? It's incredibly useful for custom entity controls. -
Using the same script in an animal vs an event listener of the same script = a bug
Igor Q. replied to RedEagle_P1.'s topic in Editor Bugs & Technical Issues
Most likely because the in game variables used from the events tab are different. -
Using the same script in an animal vs an event listener of the same script = a bug
Igor Q. replied to RedEagle_P1.'s topic in Editor Bugs & Technical Issues
Where is the logic that states the animal is tamed? Is there more code to this to show us? I believe you might have mistakenly misinterpreted how target/trigger entity work. -
I have lots of idea's I'm working on, one of them being a fully self generated Tile Map.
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Could we have a 2nd option for "For each item in array" but instead of labeling the "item" as a single variable, instead as an array? For example "For each array in Array_B..." @Rudy.cz
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DEV ANSWER [Bug] - Cannot RayCast outside of ~200 unit range of player
Igor Q. replied to Igor Q.'s question in Bugs & Technical Issues
But that's a bit weird isn't it? Shouldn't you be able toload the chunk of where the raycast is happening and just "deload" the chunk after? (Similar to how in multiplier you can have multiple chunks loaded) In most cases my ray cast isn't exceeding 100 units. -
DEV ANSWER [Bug] - Cannot RayCast outside of ~200 unit range of player
Igor Q. posted a question in Bugs & Technical Issues
When I try raycasting to the ground from a distance greater than ~200 units from the player, the terrain doesn't "exist" and does not allow me to me to find the hit position. This is quite inconvenient since I would like to spawn random area's of interest that the player can encounter in a randomly generated world. (However to do so I need to place them on ground, and not water) -
Hello I would like to suggest 2 Quality of Life additions, that would help casual players (especially those that are playing on mobile phones) 1) Auto Pick Up Nearby Objects. I think it would be nice to be able to right-click and hold to auto-pick up all objects around you while you walk (assuming you have the inventory space) This would be useful when you want to pick up lots of grass, stone, logs, etc. Ex: 2) A slot for breaking objects. Right now it's not very intuitive to break objects by having to click on the eye icon just to do it. It would be much easier to just have a slot on the left side where you can click drag items from the inventory to destroy them.