Jump to content

Oliver Hope

Creator
  • Content Count

    374
  • Joined

  • Last visited

Posts posted by Oliver Hope


  1. 1 hour ago, Indomitus said:

    Don't the listeners have the ability to detect changes in player inventory now?  I would set up one of those, along with code to forcibly replace or re-equip whatever they try to drop or unequip.  I might play with that when I get home this evening (after documenting an error I ran into last night).

    Doing it this way would also allow the option of applying some kind of penalty to the player that tries it, such as a temporary speed penalty or costing them points.

    We cant keep adding systems like these to remove features that are already in the game, we should simply be able to disable them


  2. 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

    • Upvote 1

  3. 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?

    :S Looks like your going to have to wait for ylands editor to improve


  4. 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

     


  5. 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

    output_log_game.txt

    as you can see in the output log im having the same error in other places


  6. 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 


  7. 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 ?


  8. 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


  9. 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 

    • Upvote 1

  10. Hey 

    maybe iv just done something silly here but ive done a bunch of testing and it seems to be a ylands bug 

    Ylands_181203_210324.thumb.png.193ba41c9cd863252feab7aea306e7fa.png

    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

    THIEVES_VS_SECURITY_V6.7.zip

    EDIT: I noticed that this is happening in other places where i am despawning items in a for each loop


  11. 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.

    Ylands_181203_202953.thumb.png.b101357843a2c84ce3f49f3c48cd3615.png

     


  12. 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 


  13. 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

     

    Ylands grenade.png

    Great idea thanks, i simplified it slightly and just used an event listener listening on type grenade.


  14. 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


  15. 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


  16. 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


  17. 18 hours ago, Rudy.cz said:

    Put all players in a label (i.e On Spawn) and then setup listener like this.

    image.png

    Will it be possibly to make the targets entities in an array at some point?

    Also it would be really nice to have the damage the entity took as a parameter

×