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Everything posted by Igor Q.
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Hey guys I just made a team death match game called Pirates vs. Indians The multiplayer game revolves around the pirate team finding the buried hidden treasure on the island while the Indian team tries to defend it for a given time limit. I put a TON of goody triggers in this including random gens, weapon triggers, spawn triggers, chat triggers, etc etc. If anyone would be so kind to give me any feedback, bug reports or to test the game with me, send me a message! Latest Version: https://workshop.ylands.com/asset/768 Edit: For anyone wondering, the last tier item for the shop is still in development; don't use it.
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Gonna host Pirates vs Indians on MP lobby, hope to see *someone* there :V
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You could try opening the map in an editor and placing/spawning new animals inside
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Looks pretty nice! Cant wait to see it ingame with the cannons
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Community(or my) Item/Object suggestions
Igor Q. replied to Mantje100's question in Suggestions & Feedback
I definitly like the idea of a water bowl.. It adds another dimension of difficulty when you have to keep your thirst satiated. -
RESOLVED [YLD-13823] Door hinge collision detection
Igor Q. replied to Mantje100's question in Bugs & Technical Issues
I think when you place the door in-game it attaches itself to whatever object or block is there in game, even if that "block" is just air. -
RESOLVED [YLD-13823] Door hinge collision detection
Igor Q. replied to Mantje100's question in Bugs & Technical Issues
If you build wall first and after door, is there a problem? -
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.