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Posts posted by Oliver Hope
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hey i want to use a formula but im not sure if its possible to make in ylands
set vairable to (t√of A/p ) -1
i just dont know how to do the t√ part
t√ as in eg cubed root not t * √
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hey i want to use a formula but im not sure if its possible to make in ylands
set vairable to (t root of A/p ) -1
i just dont know how to do the t root part
t root as in cubed root or 5 root
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32 minutes ago, Miguel Preguisa said:Thank you too! In learning the Editor, there's never too much. Too bad I won't have access to it the whole next week, we are going skiing, but I would love to test all the different ideas in my head right now
PS: I believe there is a typo, isn't there? "... the first item will have index 0, second item will have the index 2..." shouldn't then the second one have the index 1?
Enjoy your skiing!
yes I did make a type, just edited it?
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10 hours ago, Miguel Preguisa said:I'm slowly learning about all kinds of different game logic components (thanks to @Igor Q. tutorials too) and I got a feeling that arrays could be really useful. But I don't see where are the situatios that arrays are made for. I tried to look up what are they used for but all I understood (hopefully) is that they somehow "group" objects like variables or entities, vectors etc. Is there anybody willing to ELI5 to me? ?
just to add on a bit to what igor said they are basically a list of variables each item in the array has a number. The numbers(known as the index) start from 0 so the first item will have index 0, second item will have the index 1 ect. Defintly check out the wiki for the array functions
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19 hours ago, Bob Salvador said:Yes but it's an open door for "multifire," you just have to full your hot bar of weapons and you can shoot 9times without waiting, bang bang bang bang bang bang bang bang bang. If auto weapon were a thing in yland, why not.
could add a holster/draw time
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hey
It would greatly improve the combat if we could cancel the reload by scrolling to another item in the hot bar.
it is quite frustrating shooting someone and then waiting for the reload so that you can hit them with melee
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Im not 100% sure on this one but i dont think you can set custom interactions for entities in your inventory, only entities in the scene.
would be definitely nice to be able to do though
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Hey
Im not really sure this is actual a but so im posting it here
When i spawn an entity of type 'rainforest plant' it defaults to the first kind when i want the second one
Here is the code inside an event listener on listen to pick of any entity
The idea is to replace any flora that gets picked up to avoid disabling interactions for all of them
@devs will this get changed to be more specific?
Anyone got any ideas to fix it in the mean time?
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15 minutes ago, RedEagle_P1. said:Problem is it drops everyone from the server and then restarts. However, it often fails to bring people back into the server.
Or am I thinking about the wrong logic here?
theres only one restart as far as i know
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hey
When you go far back into the history it stops your mouse from working, you cant look around or click ANYTHING i had to restart ylands.
i think this happens when you go into history from an old save because i saved my game as a new scenario just before i ecountered this bug
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4 hours ago, Ane said:The issue has been fixed!
Another satisfying bug squash!
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Hey all i just wanted to re-itterate this question, does anyone have an answer?
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49 minutes ago, Indomitus said:A Return tile is basically an "END" command. It tells the script to exit the routine. There's a plain one, and one that can return a value, so you have to use the one that matches the block of code you're in. If that code was called from somewhere else, it will return to the next line back there.
The Delay tile does kind of the same thing. It will end the block of code, so it has to be at the end, or inside a piece of logic where it's okay to exit the routine (like inside an IF block).
Wow i just learnt a lot thanks
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Are the return functions a way of breaking the loop? or what do they do?
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I was thinking about custom timers like this and im actually surprised it works seeing as the delay function doesnt work in while loops. Interesting
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3 hours ago, Ane said:@Oliver Hope, any chance you can send us the files? We were not able to reproduce the issue and otherwise we cannot move further
Hey the scenario is the same as the one i just sent you and here are the log files:
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8 hours ago, Indomitus said:Everything stops when the script encounters an error, no matter where the error is, even if that error takes place in a separate method or instruction that is being called. I've seen this too many times to count.
(If there is more than one running at the same time, I think only the one with the error will stop, but I'm not 100% sure of that one.)
Awesome thank you! That helps me with debugging
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hey
Does write to log work MP, will the person who hosts get a output_log_game.txt file ?
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Hey
So i quite quickly worked out that if you have an error in your code nothing after it would run, now what id like to know id what happens when you have an error in an instruction, will the code after the you call the instruction run if you have an error in it?
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2 minutes ago, Igor Q. said:What if there was a last set values check?
Like, the last number, color, string etc gets saved on temp. memory and when you try to fill in the next slot it gives you a click option to autofill with last set settings?
I feel like my fist sugestion would be ideal
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18 minutes ago, Igor Q. said:Imo seems like a bit unnecessary optimization vs. other problems...
This is the bug/suggestion sub-forum so all suggestions are welcome and the developers will decide if they agree and how much to prioritize it, its not gonna stop me making suggestion
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3 minutes ago, Igor Q. said:Annoying bug, but I reckon it's not a huge deal compared to my editor (and probably everyone elses) crashing every 10min.
Mines fine XD, all bugs are important
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1 minute ago, Igor Q. said:Do you mean similarly to when you have to assign a variable to a value type at game start to prevent bugs?
Not quite. when you are your typing in text based language then it is easy to put parameters in because you just type in eg 5, x or whatever your parameter is, but in visual scripting it can be anoying to drag in your variable type and then edit it. in this case you have to go to strings pic the empty string plug it in and then edit it. it would be much handier if it was already there when you dragged your instruction in.
[YLD-13957] Color picking auto click bug
in Bugs & Technical Issues
Posted
@Ane I have a scenario with this problem RN would you like a copy?