Jump to content

Oliver Hope

Creator
  • Content Count

    374
  • Joined

  • Last visited

Posts posted by Oliver Hope


  1. hey i want to use a formula but im not sure if its possible to make in ylands

    set vairable to (tof A/p ) -1

    i just dont know how to do the t√ part

    t√ as in eg cubed root not t * 


  2. 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  :D

    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?

     

    • Like 1

  3. 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

    • Thanks 1

  4. 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

    • Upvote 1

  5. 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

     


  6. 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

    Ylands_190127_190727.thumb.png.318e017e542ab2f6e807029c91c1c91c.png

    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?
     


  7. 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

     


  8. 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 :P thanks


  9. 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.  :D

    (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 


  10. 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?


  11. 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.

×