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Everything posted by Igor Q.
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RESOLVED [YLD-21403] Ylands playground not working [URGENT]
Igor Q. replied to Igor Q.'s question in Bugs & Technical Issues
Playground still not working.log_userscript.txt output_log.txt output_log_clean.txt -
RESOLVED [YLD-21403] Ylands playground not working [URGENT]
Igor Q. replied to Igor Q.'s question in Bugs & Technical Issues
output_log_clean.txtlog_userscript.txtoutput_log.txt hopefully one of these help. -
contact bi support directly support@bistudio.com If you still have problems contact @Adam Snellgrove
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RESOLVED [YLD-21403] Ylands playground not working [URGENT]
Igor Q. replied to Igor Q.'s question in Bugs & Technical Issues
Kk -
RESOLVED [YLD-21403] Ylands playground not working [URGENT]
Igor Q. replied to Igor Q.'s question in Bugs & Technical Issues
I'll send them tonight. -
@F.hao If you want, you can use a "zone". This will never become invisible ?
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This is intentional. Anything between the player and the player camera are made semi-invisible so you can always see yourself.
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UNDER REVIEW [YLD-21402] Raider Armor colors
Igor Q. replied to jchob's topic in Editor Bugs & Technical Issues
Yeah, I agree...all colors should be changeable. I don't care if it's an ugly orange armor with purple trimming...I want it :V -
Whose going to fix this, me or the Ylands team? @Adam Snellgrove??
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Working on implementing a solution on the server mod. Hopefully it can be done by tonight Let me know what resource nodes you'd like to create
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Is it possible to remove the requirement for atleast screenshots/imgs/videos attached? More often that not, a single thumbnail is more than enough information. @Adam Snellgrove
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Yes. Groups have their rotation and position set to null while moving (I'm not sure if it's an intentional bug). For this reason, if you need to get the position or rotation of objects while they are moving, its better to use animated welds or entities and not groups.
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Hi im doing some interesting things with the path logic but it's quite difficult to set it up since you can't modify it easily. I would like if possible to have 2 functions. 1) Import a set of reference points (as an array or label with their position and rotation) and set them as the new path. (Tangent strength is enough) 2) Have some way to add new points and extending the path. (Tangent strength is good) @Houp
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Wait, Adam. I just realized.... Content creators like myself will have to sacrifice our production hours into getting the pet. What do we do? ?
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Dang...Im still hoping for that demon costume . I'm surprised there isn't a challenge to make a bridge between 2 islands ?
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No problem, aslong as we can have reference points create a path that's good enough.
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Provavelmente não estou com medo, pois Ylands é muito exigente em dispositivos e há requisitos bastante rigorosos a serem atendidos.
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There are script tutorials online such as youtube, but to be honest the vast majority of what is learned is by experiment it with yourself. If you want help, just ask for it. There are quite a few people on the forum's including myself who help beginners with learning the scripting tools.
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Use the "damage" logic not set hp imo. Could be a bug though? @Adam Snellgrove
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Hello everyone, this will become the official thread (and support thread) for the server mod pack! This project will be open source to help players learn some coding as well as help people set up pain-free servers. https://workshop.ylands.com/asset/2218 Where to get it: To obtain the Server Mod Pack go to Please note to be careful with conflicting Player Roles and Player Spawn Points you may have on your map when placing this composition down. Step 1 - Finding Player Login History To see all players that logged in or out of the game use the levers provided (they can be duplicated) OR use the "Show Ask Player" logic. In-game when you open this up, it will prompt you for a page number, it will always order the login times from the most recent to the oldest. Each "page" will contain 20 entries, and will display something like this. Please notice the green X beside the player. Clicking on this will Ban that specific player. By default, the instruction will only kill the player and set their rank to 0. (The lowest rank) Step 2 - Unbanning Players All players that are banned can be seen on the ban list by using the lever, or opening the related "Show Ask Player" logic Please notice the keys beside the player. Clicking on this will unban that specific player. Step 3 - Exporting Ban List If you want to export your ban list use the "Export Ban List" Lever or use the "Export Blacklist List Names" This will output every banned players name to "log_userscript" text file Inside when you scroll inside the file you will find this This will be the name of every player that has been banned on your current live server. Please note: This list will NOT include any players that are banned that have never joined the game. If you want to import a banlist simply go into "Player Ban Instructions" and paste the playerlist inside. Step 4 - Understanding "Player Ban Instructions" This box will enable tracking all players that login, logout, are banned, as well as certain rank features. Inside you will see this 1) - Players can only ban players with a lower rank. - Rank 0 = Banned - Use "Player Rank" (the blue box) to set a players rank. - By default, all players spawn with rank 1. 2/3) You can put your own logic in "Ban Effects" such as move them, kill them, etc Make sure you undo any effects in "Unban Effects" 4) This allows you to import a ban list that you saved. Step 5 - idgun The idgun is a useful feature to know who built something. To spawn one simply type //idgun Simply shoot an object and if it was made by a player, it will show a text with the owners name. Step 6 - Blueprint Requirements Due to the destructive nature of blueprints if left unchecked, a rank requirement is set for all Blueprints made. Please take a quick glance inside "General Instructions" The green box which says "Rank Requirement Player" is the box which specifies the players minimum rank needed in order for them to build a blueprint. If they do not have that rank, the blueprint de-spawns automatically. Step 7 - User Interface A user interface has been developed and it's associated logic's are found within these 6 tiles. The user interface will be a means of easy access functions to casual players. //user //mod //admin These commands will access the functions associated with that rank level. Default Admin as Rank 4, Mod as Rank 3, and User as Rank 1 and 2. Although the interface will allow the player almost all functions, it will not contain all of them. For instance, any function which targets offline players (excluding login list & ban list) such as teleporting players must be done exclusively with a console command. Below is an example of opening the mod user interface. The current version will list these options (and is subject to change in future version) Clicking on any of the available tiles will allow the player to perform functions associated that tile. Step 8 - Teleport The teleport command, accessed through the //mod can be used to select any player that is online and teleport them to any other player that is online. If no "target" is selected, it will default teleport to the input coordinates (default value 0,0,0) Please note that you may select MULTIPLE players and teleport them to one location. Admin's have access to create "Teleport Points" which will appear on the right side and serve to be used as a daily use, such as teleporting to a market place zone, a pvp arena, or etc. An Admin can set a new teleport using the "Set Teleport Point" tile That's all for now, as I work more on this, more things will be added!
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RESOLVED [YLD-21256] File Export Workshop Lighting
Igor Q. posted a question in Bugs & Technical Issues
For some reason the lighting within the game of my local file is completely different from the lighting within the uploaded version of the game on the workshop. It's particularly noticeable with light source entities such as lanterns and crystals. @Adam Snellgrove Local File: Workshop File: -
RESOLVED [YLD-21256] File Export Workshop Lighting
Igor Q. replied to Igor Q.'s question in Bugs & Technical Issues
I figured it out. When the game tries to optimize the file on export it will optimize the light objects too (and remove their lighting) You have to assign the objects into a group and force them to not be optimized. @Adam Snellgrove Not sure if that's a good design choice though... -
The easiest solution would be to use an event listener for damage. You could have the bow deal a specific amount of damage as an "ID" and use that to trace back to who shot it. For example bow 1 = 1dmg Bow 2 = 2 damage If there is no trigger entity and the damage amount = .... Then Do X action
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BI account linking should be disabled until fixed.
Igor Q. replied to Igor Q.'s topic in General Discussion
Old: IgorQ Current: LgorQ I don't know if they will also refund whatever content I had before. -
You can use stop movement/rotation for 1 group. Not all of them.