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Everything posted by Oliver Hope
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RESOLVED Can we have the in-game editor display night time?
Oliver Hope replied to Igor Q.'s topic in Editor Suggestions
not sure either but definitely before 1.8 -
RESOLVED Can we have the in-game editor display night time?
Oliver Hope replied to Igor Q.'s topic in Editor Suggestions
@IEuphe Scroll down in the scenario settings, there is a separate time for the editor. (as apposed to the start time at the very top of the settings) -
Is there a reason the FOV range is capped at 30-90? can we extend this, id like to be able to zoom in more with the camera? Think weapon scopes, telescopes etc
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As far as I understand welds: they only decrease the amount of hitboxes, while this helps a lot, each entity still needs to be processed at the very least visually.
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Hmmm, I assumed you could but I just checked now and you are correct, it is not possible ? my solution will not work then?
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@F.hao It should be possible to modify this second solution to be able to spawn as many as you need (like your original ycomp). (I thought you could how it is as I sent it, but now you said stuff that reminds me you can't). to modify it, You can spawn a separate entity reference point and rotation animator for each demon ball. If you are going to have many balls I recommend using an entity storage game logic to keep all the instructions and variables for the demon balls in. Let me know if I can help further
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@Mello1223 posted after I saw this but before I worked it out. To prove his point here is my solution. I made use of groups in mine so you will not be able to spawn new ones. However seeing as there is a player limit in ylands games it is easy enough to create eg 8 copies, and assign them to different players as needed or store them when not in use. Using groups is probably the 'intended way' to solve the problem imo. DAMENTEST_F.HAO.zip As I was writing this I had a thought and came up with yet another solution. this one doesn't use groups so you can spawn the same way you are currently. The key thing to note is that you need to have your rotation animator rotating around a reference point, then you can rotate that reference point the same as the body. Also it is possible to do the flying animation with just 1 rotation animator. DAMENTEST_F.HAO_V2.zip @Mello1223 I had a quick look at yours, it is possible to solve problem without using loops, and I think its better to avoid those when possible.
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BTH Building aids main page. NOTE: The custom groups function is now redundant with the addition of group templates but I will leave this up. This tutorial is going to show how to use BTH custom groups. Script downloads can be found on the main page. Video version (I missed a few things in the video?) Custom Group Vs Groups Vs Welds BTH custom groups are a mixture of group and weld features. The property of being able to create copies at runtime and that the entities are separate is the whole point of the custom groups. It enables you to for example. spawn a building but still be able to destroy separate entities. Or more importantly, for our case is that we can generate structures (with script) out of groups at run time and create compositions out of these. Create a custom group Step 1 Duplicate the Custom Group Template - Entity label game logic. Alternatively create a new entity label and add the following script: Step 2 Position and Orientate the label as if it were a group pivot on the entities you want to make a group with. NOTE: if you entities are grouped make sure it is just one group and that you add the Entity label to the group. Step 3 Select add all the entities to the label. I recommend dragging to select everything, deselect the label, click the eye dropper as shown below and choose the entity label with it. Thats it, you are done. Using the custom Group Custom group instructions are found under 'Custom Group' Paramaters (name - type - info) Custom Group - game logic - entity label for your group position/rotation - vector3 - pos/rot to set group to Description Sets the position/rotation of the custom group Paramaters (name - type - info) Custom Group - game logic - entity label for your group ref point - game logic - ref point to spawn the group at interaction - boolean - at true it will use entity default interactions, at false it will disable all entity interactions Returns Entity label game logic Description Spawns a new copy of a custom group at the position and rotation of the ref point. Paramaters (name - type - info) Custom Group - game logic - entity label for your group position - Vector3 - position to spawn new group in rotation - Vector3 - rotation to spawn new group in interaction - boolean - at true it will use entity default interactions, at false it will disable all entity interactions Returns Entity label game logic Description Spawns a new copy of a custom group at given position rotation NOTE: this function is for more advanced users Paramaters (name - type - info) Custom Group - game logic - entity label for your group Description Captures all the local rotation/position data of all the entities in the label
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Hi XXon, sorry I saw this a while ago and meant to reply sooner. The best way to do this is using Game storage (same place you make a leaderboard) but make a variable instead called experience with type number. This creates a separate variable for each player. You can access this like other variables. Here is an example of adding 10 XP every time a player kills something. Let me know if you have any questions
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wrong variable creation window in controller logic
Oliver Hope posted a topic in Editor Bugs & Technical Issues
Hi, I am getting the following variable creation window inside a Controller Logic. This obviously causes problems because you cant define a variable type. Iv also experienced not being able to open this variable editor window. Restarting game seems to fix it. EDIT: exiting to main menu also seams to fix it. EDIT2: I noticed that basically the whole script editor acts as if your in any other logic, in the screen shot you can see, for example that the entities category is available. output_log.txt output_log_clean.txt -
Perhaps we should have (another?) pet design contest, people could make sketches or build a large scale one in ylands.
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The problem with giving pets bonuses is it becomes slightly pay to win as you need to buy pets with coyns. Sure if its only a small bonus its not too bad, but it could end up being a slippery slope... A solution could be an alternative way to get pets.
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All entities and game logics renamed to '—'
Oliver Hope posted a topic in Editor Bugs & Technical Issues
Very weird bug. I opened a scenario and all entities/game logics that weren't inside a group were renamed to this character '—'. The groups were also renamed. I believe the last thing I did with the scenario was to send it to someone, by copying it out of my scenario folder. output_log.txt output_log_clean.txt -
Wow! that is massive. Are you doing an interior as well?
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Thanks for the summary!
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Some suggestions, and one ridiculous question.
Oliver Hope replied to iamSleepl3ss's question in Suggestions & Feedback
In the times where I have free time I can really relate to this, I'd love to be able to contribute more then just reporting bugs and giving suggestions.- 4 replies
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Here is something that I should imagine being easy to add. Can we get the constant Pi under the maths section. Please and thanks☺️
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Yes! Yes! Funny how I suggested this a little while ago, you guys were probably already working on it?
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@Igor Q. thats pretty cool to know, but surely so much of that precision just gets lost if a number value is only 4 bytes? Not sure exactly how variables are handled in ylands (or any dynamic type checking language for that matter)... do they maybe dynamically change size up to 8 bytes ? Yeah I just make a variable and copy in Pi, I just think it would be nice to have an inbuilt constant, its a pretty important number for maths?
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Id be interested in seeing some editor related achievements at some point, might be harder to make some interesting ones though?
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RESOLVED [YLD-33642] Wrong rotation with mobile graphics
Oliver Hope replied to Fompster's question in Bugs & Technical Issues
I am now very scared to load anything in mobile graphics -
Back Button in editor browser behaves strangely
Oliver Hope posted a topic in Editor Bugs & Technical Issues
The back button (the meatball icon) in the editor browser doesn't always take you back to your previous page, Im not quite sure the pattern but often it will take you back to a sub-page that you were looking at earlier. Quite frustrating when you are looking at medieval signs and what to go back to signs but it takes you to chairs instead. -
[YLD-35952] Default variable types/enums for functions.
Oliver Hope posted a topic in Editor Suggestions
This has already been brought up by @Cernu I will link below. But I want to add a bit more detail and a suggestion to how it could work. I propose adding an extra row below the parameters in the function declaration with empty slots corresponding to each parameter that allows you to put in variable types or enums for example an empty string or the image enum. When calling a function these blocks will already be in the spaces for parameters. This can also serve the double purpose of setting a default value for parameters. Cernu's posts: -
Try do some scripting, you will feel lost at some point.?
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This would be great might be annoying if you have the same colour elsewhere though, may I suggest the painting of groups? although this would require you to be very careful in how you create your groups...