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Deadeye_Rob

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Everything posted by Deadeye_Rob

  1. Deadeye_Rob

    Blueprint Spacing - RESOLVED

    Hey guys! I've taken a quick break from the Xmas holidays to a few hours on Ylands 1.0. All seems pretty good so far except one massive bug bear. Ive noticed that blueprints now have collision zones making it impossible to overlap buildings. whilst I understand this move, I think it should be scrapped on the grounds that it prevents the use of 'modular construction' as of 1.0 I can no longer use my modular dockside blueprint set as the different modules require a 1 block gap between them. Long-winded as always I'm afraid guys! I'll try to get some pictures up soon to better explain it. In short.... Liberate the Blueprints!
  2. Deadeye_Rob

    Possibility for throwable javelin?

    I'm definitely up for this suggestion. Maybe the Devs could consider the idea of a 'Ranger Update' I think Bows, Arrows and Crossbows are in need of a little diversity! I want to be able to batter my target with an iron arrow instead of just scratch them with a flint one! ? Maybe even poison tipped arrows? Etc...
  3. Hi guys! In all honesty I get bored quickly and move from project to project. But this time I have been experimenting well with the script editor (Specifically the rotation/movement elements). I'm pleased to show you a little 'teaser' of what im working on. Once it's complete I will release a full composition! I present to you, a fully working Vault-Tec approved Vault! Whilst the basics are all there, it still needs some polish and details. The animations are pretty much complete. The main Cog-Door and its counterpart gearbox locking mechanism works EXACTLY like it did in the original fallout 3/New Vegas games! I have perfected the animation! The vault entrance is more or less authentic with a bit more work done I will have create the perfect looking vault with a fully kitted out Script Editor system in place! I will post my updates as I go. Rob
  4. Deadeye_Rob

    Dev Diary #105

    I'm very excited for the final release! Here's to a painless and glorious transition! I do however have reservations on dropping support for private servers. Whilst I understand the reasons why, I think it should be readdressed after 1.0 at least. Otherwise you could risk limiting the customer base of the game. Is the sharegame feature here to stay?
  5. Deadeye_Rob

    Dev Diary #100

    Definitely need craftable/writable books!
  6. Hi guys! I've been racking my brains to figure this out but with no success. How do I create a script that will check a player's inventory for a predetermined quantity of objects say; 10 Iron Ore. If they possess the required item/quantity it will remove/despawn it from their inventory and in exchange will spawn another object. See where I'm going? ? Many help would be fantastic. Thanks guys! Rob
  7. Deadeye_Rob

    Check, add, remove objects from player inventory.

    Hey no worries at all! I've never attempted to use Arrays, instructions or variables! But you've definitely got my old cogs turning! ?
  8. Deadeye_Rob

    Check, add, remove objects from player inventory.

    You sir, are an absolute genius! Thanks very much Igor! I had to make a minor adjustment for it to work properly however. On the "Player Has Item?" chain; the 'Set Stack Count Entity' should just have the 'Item' box within its parameters. Not the 'Get Stack Count Entity -Item'. Otherwise this will generate an error. I'm going to toy around with this script to include templated items to see what I can create. You've repeaked my interest on this matter again! My Vault project will have to wait! *Here is a quick visual breakdown of what I corrected to adapt the script for my purposes so far! Thanks again Igor!
  9. Deadeye_Rob

    Check, add, remove objects from player inventory.

    Very kind mate thanks! I'll drop you guys a line at some point!
  10. Deadeye_Rob

    Fallout Vault (Fallout 3/ New Vegas Style)

    Another update! I've been a little distracted as of late. However I have still been tinkering with my Vault design! Here's my progress so far! *Vault Atrium as seen from the Overseer's Office *Ground floor view of the Overseer's Office window. (Note Vault-Tec emblem worked into the window frame) *An early design of the Vault's Cafeteria. It's been loosely designed on the Fallout 3 version. I like the claustrophobic space with overhead pipes. *A generic Vault corridor leading to the Reactor (WIP) I'm still working on a standardised design of room signs like this but I'm not 100% satisfied with this one! *Of course every Vault needs an office for its Overseer! I'm tinkering with a few Overseer Desk designs and consoles to recreate the feel of the place. *Another perspective of the Overseer Office. I have integrated a number of script functions such as 'Overseer's Override' which can basically render complete control of the vault's operating systems to a select few. It also features a locking mechanism for the Vault's main door to prevent any unauthorised visitors/leavers! My future plans will include: Finishing the Reactor. Expanding resident and domestic quarters. Increasing the capabilities of the Overseer's office to include -Working security Cameras and an interactive Vault Layout Map. Thanks for your support guys! This has been a fun project so far! Rob
  11. Deadeye_Rob

    Fallout Vault (Fallout 3/ New Vegas Style)

    Update! I've been continuing my work this evening. I couldn't find a suitable place to stop! So many ideas pouring through on this project! I've tided up the aesthetics of the Vault Entrance Zone. The front Cog-Door is looking a lot more studier and detailed. I also have smartened up the door opening/closing sequence. The control panels will now display a visual status indication of the opening/closing procedure (Green, Orange, Red) There is also an external console which will eventually be password protected to prevent pesky raiders gaining access! Here is the door control console. The door is currently in the process of being dragged out of its locked state prior to being rolled open. Here is the finished result. The door has been pulled back from it's frame by the Gearbox and has rolled away to the right. The gearbox has now withdrawn away from the entrance to make way for incoming personnel. Notice the green indication on the console! Upcoming features! I'm still working on the rest of the Vault as most of the structure has not even been plotted yet. This is a massive WIP and I have spent more time than I should perfecting the entrance chamber. I think it's nearly done with the exception of a bit more lighting and decoration. New vault residence will pass through this area for orientation and to be issued their jumpsuits before heading deeper into the Vault! Stay tuned! Note internal vault doors have their own animated switches too!
  12. Deadeye_Rob

    Fallout Vault (Fallout 3/ New Vegas Style)

    Haha! Is there a way I can do it via steam?
  13. If you've played Fallout: New Vegas (specifically the Dead Money DLC) you'll understand that it is essentially an advanced fabricator machine. It breaks down special coins used as currency to produce whatever product templates are stored on its database. It can also redeem items back into coins. I intend to write a series of scripts to bring this marvel into Ylands. A holographic item will appear inside the blue display. Players will have the option to: Show next/previous product Buy Product Redeem Product for coins/gold. Ive not worked out the specifics but I think it would be useful on an explore server or even in a minigame of some sort.
  14. Hi guys! If you've been keeping a watchful eye on my previous updates you might have noticed an obvious clue in some of the screenshots I've been uploading you might notice some familiar architecture that wouldn't be out of place in everyones favourite post-apocalyptic simulators like fallout . Here's a little taste as to what I've been working on. Ylanders, I give you the next step in vending machine technology! Directly designed from the Fallout New Vegas games; The Sierra Madre Vending Machines! *Sierra Madre Vending machine design in comparison to the machines found in Fallout: New Vegas -Dead Money DLC The design is visually appealing enough for me to give you an early teaser. I really like how it turned out. According to Fallout Lore, the vending machines were a prototype design that would only accept a specific type of Currency Chip. The chips themselves were made of an atomic-level alloy of materials which the vending machine would break down and recombine to produce whatever was available in its memory banks. Users could exchange chips for cigarettes, clothes and even ammunition if the correct security codes were uploaded. All the user had to do was select a product as shown in the holographic halo display, pay the correct chips and the machine would fabricate it in a matter of minutes! I'm a little way off writing the script to make the machine work but not to worry people! We at Flintlock Futuristics are working tirelessly to bring this amazing product to your streets soon! Enjoy! Rob.
  15. Deadeye_Rob

    Dueling Pistol Set - With working Display Case

    I can't say how gratifying it is to receive such positive feedback! Whilst I play Ylands mostly for the Explore/Survival experience, I do enjoy tinkering with the Script Editor and seeing just what assets I can recreate in Ylands format! I will be perfecting and sharing a number of assets in the hope that others will use them and maybe apply them to their own explore servers to truly make something magical! My experimenting with sliding doors has yielded wonderful results and it is my goal to share them with you all soon! I've constructed a nice little private research facility to spearhead my work! In the meantime, enjoy the rest of the weekend guys! Any further comments would be gratefully received! Stay tuned guys! Our boys at Flintlock Research and Development are working hard to bring you only the finest quality firearms and creations! Expect more soon! *Stay Tuned Ylanders! Many more satisfying products are being developed for release soon!
  16. Sounds like the beginnings of the libertarian paradise that is Bioshocks: Rapture! Now we just need the water mechanics to be fixed (Cough....great chain....cough!)
  17. Hi guys! I'm designing and creating a collection of collectable assets (The details of which will be confidential until 1.0 ) I've created a custom-made cabinet to display to showcase and store these collectables! I want to create an animation/script where a player can 'interact' with the cabinet to swing open/close the doors. Like an actual wardrobe or box lid. I've experimented using trial & error and researched it on youtube. But I cant get anywhere near what I require. If someone could take me through step-by-step I would be so grateful! Thanks Guys! Rob
  18. Deadeye_Rob

    Working Display Cabinet: Rotating Open/Close Animation

    So basically, I want to create a lid for a box that starts closed in a horizontal position. Upon interacting with the lid, it should pivot on its hinge approx 50 Degrees and stop. Upon interacting again it should simply travel back to its original closed position. Any ideas? The Rotating point seems to just maintain a purpetual spin.
  19. Deadeye_Rob

    Medieval Castle Spawn

    Good job buddy! I think that this is the direction servers need to go in order to be successful. Its a tried and tested method found in almost all Minecraft servers and should be adopted by Ylands Hosts. Keep up the great work guys!
  20. Deadeye_Rob

    Dev Diary #96

    I'm really intrigued with the future water mechanics! Im probably getting ahead of myself here but..... The first Bioshock game is my most treasured game! I assume you can see where I'm going here. Naturally in order for my 'North Atlantic Project' to work is dependent on the new mechanics. Id love to build the perfect commercial utopia under the waves! Will the new water be affected by placed blocks? Will I be able to build watertight structures? im excited here guys!
  21. Deadeye_Rob

    Sugestion: Naming chests

    I think this is a credible suggestion. It could be done with a writing tool like Ink or Pencils in the same way signs are written. By holding the pencil/ink in an active slot a player could have the option to rename any entity; be it chest or door. Thumbs up from me! It would be a great little quality of life feature.
  22. Hey there guys! In light of the recent major update I've felt reinvigorated to get back into Ylands again! Ive been experimenting with blueprints for multiplayer servers for the best part of my time but I've also begun building my Capital port on my singleplayer map. As you may have guessed, I've drawn most of my inspiration from Bethesda's Dishonored Franchise. You may also recognise a number of assets I've designed previously such as Admiral Havelock's Hound Pits Public house! I'll keep this thread going with more developments as I progress. In the meantime, enjoy this little teaser of Kingsparrow Harbour! As always, I'd love to hear your feedback. Enjoy! Link to my original design: Rob
  23. Yeah mate, I've pretty much had to sack off multiplayer for a bit now. I just can't connect to anything and when I do, I eventually crash out ultimately resulting in being 'locked out' by the "Recalling Buildings" infinite load.
  24. Deadeye_Rob

    Kingsparrow Trading Port (Dishonored Project V2)

    Update! The port is coming along nicely, to keep myself interested I have started to decorate the insides of a few rooms, This has been very enjoyable and challenging. It's difficult to get a 'Dishonored' feeling but I'm slowly getting there! *Curtains made using leather and rope.
  25. Deadeye_Rob

    What other games do you play?

    It's called Avorion. It's available on steam for about £10 I think. The upcoming update is meant to flesh out the diplomacy and galactic factions.
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