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Oliver Hope

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Posts posted by Oliver Hope


  1. 18 hours ago, Houp said:

    Storing it to local variable in the start of Man hole animation could work. Or useing entity storage for it.

    I tried this and it only made it worse?

    I did notice that there was a mistake in the code, the first rotation animation time was set to 1 which might have been causing problems. However the real problem is that the last set of animations dont reliably run, by extending the delay to 1.1 it seems to work fine however Id much prefer not to have the extra delay.

    also during my testing without the extra delay i noticed that sometimes it would go in the complete opposite direction. Something is a problem here?

    Ylands_190623_183907.thumb.png.be9ceb9023f54d056c586814b3adba99.png


  2. Just now, Houp said:

    Hi,

    will try it next week. Is it happening each time in the same way? That the 3rd time goes wrong? (Attaching your logs can help to solve the issue)

    This should work but not indefinetely. Adding and removing 0.1 from y will have rounding issues. I would suggest to store original position and orientation in On create event and I would use these stored value to return object to an original position.

     

    No it is seemingly random when it works and doesnt work. storing original position is a bit annoying, cause these instruction is meant to work with multiple entities, is there another way around it?

    I will attach the logs?


  3. 27 minutes ago, Spyler.X said:

    it is not a problem in itself, simply if you have a time repeater every 0.03 sec to get a fluid movement, any delay in the server will produce a small loss of information in the repeater, a solution is to restart the repeater from time to time to avoid the mismatch but the instruction works better because it constantly restarts independently if it has lost a cycle.

    and performance problems with repeaters for a multiplayer map are well known

     

    Oh ok, however I remember reading somewhere that the wait block uses a time trigger so it still going to cause problems on MP


  4. 14 hours ago, Spyler.X said:

    in any case the time trigger for animations gives many problems should use loops with an instruction, it is safer

    Iv never had problems with time triggers, what have you encountered?


  5. 20 hours ago, Houp said:

    Hi, no other option to do it at the moment. However, I agree that it would be useful to have something more user friendly.

    Id like to suggest something for this, similar to how it works in other languages when you declare an array. One block, that you place your array in and then you can add more slots to add items, you could have a pop up box where you can change the number of items you want to add. Maybe this could work with push and unshift aswell, but even if it was just when declaring an array that would be awesome.
    As an added feature, seeing as arrays can only hold items of the same type, if you put a get position block into one of the slots it could place get position blocks into all the other slots or if you put a game logic in one it could make all the others a logic eye dropper.

    Hope that made sense?


  6. 6 hours ago, Rudy.cz said:

    The issue here is that "target object" in this case returns the picked object when already in inventory. We will adress this issue in 0.13 by separating this event in two:

    • On Pick Start -> event when item is being picked but not yet moved to inventory -> target object = object on ground 
    • On Pick End -> event when item is picked and put in inventory -> target object = item added to inventory (new item or increased stack)

    Current "On Pick" event will be renamed to "On Pick End", so for people not concerned with this issue nothing will change

    Is it returning the position of the object in the players inventory in other words the position of the player or something else? Cause I checked where the co ordinates were that it was giving me and it was really far away from the place i was picking up items


  7. On 5/23/2019 at 11:59 AM, Ane said:

    As a general advice, moving all files from the nested Scenarios folder to the top level Scenarios folder and deleting the nested Scenarios folder (now empty) will do no harm.

    I tried doing so but it says there are 288 files with the same name, so i dont know whether to skip or replace

    also i know i have more than 288 scenarios

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