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Posts posted by Oliver Hope
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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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with the new ability to rotate objects that are placed down there is an overlap of keybinds.
When editing a group with control+g (I believe this is the default keybind) the whole group rotates on the x-axis ('g' axis). The rotate action should just not happen when ctrl is pressedEDIT: even if that's not the default keybinds pressing down ctrl, shift should stop other actions from happening. So players can change there keybinds to what they prefer. Not sure if that made sense so Example. ctrl+N should not perform the action linked to N but only the action linked to ctrl+N
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Wooohooo! So happy to see all my work was worth it!
I would to take a moment to thank a few, starting with the IF Statement, my entry would be incomparable without it (?). Next, I should thank rune isa, iron rod and blank sign I used them like everywhere. Lastly, I want to thank Peanut Butter Sandwich for fueling my late night work.But in all seriousness thank you ylands team/Bi for the opportunity and @Fompster for helping to playtest. Congratulations to everyone else, I'm going to have to stick my nose in explore to check out the other entries.
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1 hour ago, zarwil said:I can't think of any other reason why ship lag would increase with the size of the ship weld.
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? -
9 hours ago, Oliver Hope said: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@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
Video Tutorial
Overview
The Broccoli Tree House laser measuring tools enable you to measure the exact size of entities and the distance between 2 surfaces. They also work with terrain.
Set up the Tools
Inwards Measure
Create a copy of the inwards laser measure. Position and scale it so that whatever you want to measure in between it. Ensure that there is nothing else inside the 'laser beam'.
Good:
Outwards Measure
Create a copy of the outwards laser measure. Position and scale it between to surfaces that you want to measure the distance between. Ensure that the 'laser beam' passes through both surfaces.
Good:
Bad:
Measure
Instructions found under Laser measure.
Paramaters (name - type - info)
Laser measure - game logic - outwards/inwards laser measure trigger zone
Returns
the distance
Description
Returns the distance depending on which measure type was used
Paramaters (name - type - info)
Laser measure - game logic - outwards/inwards laser measure trigger zone
Returns
the distance
Description
Returns the distance depending on which measure type was used, and then deletes the trigger zone.
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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- 1
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Broccoli Tree House Building Aids
A collection of useful tools and scripts to help with building complex creations in the editor (which can be blueprinted into explore)
Above: An example of some things that can be created with these tools.
This is an open-source project to help make building certain things easier. I'd like to see you build that miniature rollercoaster without scripts?
My inspiration
During the season 2 creator competition (you can find my submission here) I was faced two times needing a helix, once for a spiral staircase and once for a worm gear, the first one I made manually and the second one with script. Manually was not fun, and my script was terrible due to time pressure, so I decided to improve it after the competition. Later in the competition, I was creating an airship and it would have been really useful to be able to mirror the hull, (I had to settle on a less preferable shape due to this not being possible in ylands).
A month later I have made good scripts for both of these problems(and more), but not everyone knows how to script so I want to share it publicly and also encourage other programmers to contribute.A summary of how it works
For in-depth tutorials see below.
Generating structures with scripts is very powerful. If you want to place a generated structure in the editor it requires exporting the scenario, loading it as a game, loading that game in the editor and saving the structure as a comp (a bit lengthy but it can be well worth it). My first helix generator during the composition required the individual entities to be welded (so that I could spawn a group like a section of the rollercoaster and edit the pivot of this group) which causes problems when you want to make a composition/blueprint out of them, it also stops you from welding the whole structure as one.Therefore the base of these building scripts is a custom group system that allows storing a set of entities and placing them at a given position/rotation. Most of the scripts make use of this, meaning that all entities spawned in are just entities, not welds)This custom group function is now redundant with addition of the group template logic but I am yet to update these scripts to accommodate for it properly.Current Features(summary)
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Custom group system
- create groups
- copy groups to given pos/rot
- set pos/rot
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Helixes
- regular helix
- helix along path
- Follow path
- Various Spheres and circles
- Mirror across any plane
- Laser measure tool
Upcoming Features
Here are some things I'd like to add but there is no guarantee I will.
- Elipse and ellipsoid generator
- rope generator
- n equidistant points on a sphere
- smoother version of follow path
Contribute
This is open-source, meaning it's encouraged that people to adapt and add to it. If you do not have the skills but you have an idea contact me and ill see about adding it.
If you have a building script or you made some changes that you think would help people, DM me here or on discord and Ill see about adding it to this main version.
Discord: O1iver#5816Tutorials(WIP)
If you are using the Source version each Instruction/Function has a description of how to use it in the function definition.
- Custom Groups
- Laser measure tools
- Using generating structures (video)
- Creating Compositions of generated entities (Video)
Downloads
These files are also available on the workshop.
Latest Version:
BTH BUILDING SCRIPTS V1.1.0.zip
Older Versions:
BTH BUILDING SCRIPTS V1.0.1.zip
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Custom group system
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This title sounds like the name of an update XD
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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.
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Perhaps we should have (another?) pet design contest, people could make sketches or build a large scale one in ylands.
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7 hours ago, spiritchaser28 said:Perhaps they could attack when you attack and do a little damage? Or maybe give a boost to certain resistances? Or a slight speed bonus, damage bonus, etc
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.- 1
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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.
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Wow! that is massive. Are you doing an interior as well?
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Thanks for the summary!
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On 10/17/2021 at 10:00 AM, iamSleepl3ss said:What I meant to ask is, are there any ways for users to help with the development of Ylands which does not border on legal terms?
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.
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Yesterday was, well tiring... I estimate around 16 hours of work to finish my game in time.
I am mostly extremely proud of what I have submitted even though there are so many more details I would like to add, not to mention the whole middle chapter I had to cut out.Congratulations to everyone who submitted their game! that in its self is an achievement. I look forward to experiencing them first-hand.
Time for a well-earned break.
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If you have an environment in side of another environment the interior one does not work. I'm assuming this isn't a bug and just was implemented like this.
As an example I have a large environment covering most of my yland setting the temperature and a smaller one at a specific area setting lighting, however this one doesn't work because its inside the large one.
I feel it makes most sense if the interior one takes priority.
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Thanks @Nikki Severin!
Its going to be tough and Im having to cut a lot out. But I thiiink it should be possible. Are you offering extensions? ??- 1
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3 days left... luckily I dont have anything else to do because I need that time to finish my game. The week has been tough with 2 hour power cuts a few of the days in the evening, one causeing me to loose some progress?
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Can we have the in-game editor display night time?
in Editor Suggestions
Posted
@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)