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Posts posted by Oliver Hope
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Hey
Its important for some games to be able to lock items/armor to the character.
This should stop players from removing items from the inventory
stop players from removing armor
Another option to stop players moving stuff in their inventory
I think it would be best done as a property of the entity- 1
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42 minutes ago, Igor Quintero said: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?
Looks like your going to have to wait for ylands editor to improve
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You would have to add all the players to an array and all the spells to another array and then check the distance between the spells and players in a time trigger iv done this before so if you want help let me know
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On 12/4/2018 at 12:27 PM, Rudy.cz said:Everything is correct in this script and the trigger Restock TZ worked for me. Is there a way to reproduce this?
Note: Also I have noticed that you have 2 Triggers with same script, it is more effective to create one Custom instruction with same functionality in Global storage and call it from each trigger.
@Rudy.cz i recorded a video of the problem
as you can see in the output log im having the same error in other places
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An event to listen for two entities colliding, prefrably powerfu lenoygh able to check for a type of entity colliding with and entity
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I believe the player is 1.8 tall so you would want to add 0.9 on the y axis
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I made a custom trigger zones that can be moved but I think they are very recourse intensive on the computer, how are you casting the spells ?
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I live the first idea, I used to do sailing and you sail faster going with the wind obviously but the other thing is you can’t go straight into the wind you have to zig zag but seeing this isn’t a sailing simulator that might just be annoying.in sailing you adjust your speed by pulling on a rope, that could be done quite well with the scroll wheel
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We need an event to check for players holding an item and if they use the item. If possible keep track of where that item goes if it is thrown /shot
custom events using an IF statement would be cool but I dunno how this would fair with optimization
And yes more arguments please? I want alll that data ?
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2 hours ago, Rudy.cz said:Everything is correct in this script and the trigger Restock TZ worked for me. Is there a way to reproduce this?
Note: Also I have noticed that you have 2 Triggers with same script, it is more effective to create one Custom instruction with same functionality in Global storage and call it from each trigger.
It only seems to cause a problem when you don’t have a smoke bomb in your inventory, and yes I should make a global function ?
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Are you using an event listener for the death? I would. I would send a picture of the code I would use but I’m not at home if you want I’ll send one later but for now I’ll try explain. Despairing the target object would despawn the player and not there items.
Your script should I go like this :
on trigger
for each time in array (get inventory player(target object))
inside the loop despawn entity(item)
hope that helps? if you need an image let me know
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7 hours ago, Fompster_P1 said:Someone else mentioned it in another post and it was apparently due to there not being enough space at the top
It’s weird because I have other ladders that are in such similar positions but I’ll have a look when I get the chance, thanks
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Right now it is near impossible to test multiplayer games if you dont have friends avalable
I think it would be awesome if we had a system where we could add more 'players' into the game while you are testing and you could select which player you wanted to control, of course you would only be able to control one at a time so this wouldnt help for all testing but i think it could help a lot.
What do you guys think? Id love to see something like this implemented later down the line
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Hey
maybe iv just done something silly here but ive done a bunch of testing and it seems to be a ylands bug
In this code the item 2 should be despawned if it is of type smoke bomb however when running it i get an error saying the argument for despawn entity is wrong , it says the argument is non however i know that it is an entity . it wouldnt run if it wasnt the second despawn entity doesnt seam to give problems unless the programming is breaking because there was an error
EDIT: I noticed that this is happening in other places where i am despawning items in a for each loop
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hey
This isnt really a script related question but this seams to be the place to ask editor based questions
I have this ladder in a vent that i cant use, it gives the error 'ladder cant be used' and i have no idea why it wont let me use it.I have 2 other ladders in similar vents that work, this ladder worked before an update. not sure which update though.
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23 hours ago, Igor Quintero said:I tried using the event listener on "Ignite" but for some reason it did not produce consistent results. What did you use?
i used the on entity removed from inventory, I painted and renamed a vacuum tube to a smoke bomb and you just press x to use it
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13 hours ago, Igor Quintero said:Okay I can't seem to recreate my trigger from before but this following code should be good enough for all intents and purposes.
1) Create a Entity Label and set it to contain a Grenade.
2) Create a Entity Template and set it to contain the same grenade.
3) In your Entity Label script On Entity Removed Entity Spawn Entity Template
the system registers that when your grenade gets removed from the game this event triggers. The game "deletes" the grenade when item is thrown, not when it explodes. This means the trigger won't activate if you drop it on the ground, but will activate if you dismantle/break it.
4) In your Entity Template script On Entity Spawn Entity Attach Label Entity Entity Label Entity Label
Great idea thanks, i simplified it slightly and just used an event listener listening on type grenade.
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12 hours ago, ovring said:Thank you a lot! It works! By events i must take "on game start", right?
yes
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4 hours ago, RedEagle_P1. said:Why not detect damage where it lands? Give everything 999999 health, make the nade do 0.1 damage, on damage do __.
several reasons:
You wouldnt be able to detect if the grenade landed on terrain
you cant set the price damage grenades do
checking for damage on every game object probably isnt too efficent
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Hey can we expect a jump boost block soon? I cant wait to add a negative 100 jump boost to my players
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1 minute ago, Houp said:Hi, you can not select it or you can but delete does nothing?
Can you attach here your scenario. It can help a lot to solve the issue.
I can select it and move it around as normal but delete does nothing
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Hey
Something strange happened to my game i have two entity storages that i cant delete.
I cant add entities to it either, there are no errors in console the code just stops running when it hits that block
Its almost like they are only there visually but i can still see there variables from other game logics and open up their scripts -
Hey all
I'm trying to find an efficent way of detecting when a player throws a grenade, preferably with an events listener, If this is not possible then id like to detect when they are holding one.
i need to know when they are holding it at any given time not just when they say walk in a trigger zone
thanks
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Locking items to the player
in Editor Suggestions
Posted
We cant keep adding systems like these to remove features that are already in the game, we should simply be able to disable them