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NaruTheHuman

YLANDS TEAM
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Everything posted by NaruTheHuman

  1. NaruTheHuman

    Dummy rotation

    Hi! Sadly, we can't really change the default rotation of already existing objects, since it would break the rotation for everyone else in the game, who has already placed them. But you can simply add 90° to any script that you have when you're checking the dummy target. Feel free to ask some specific questions on how to solve this check, if you run into any trouble with that.
  2. Mmm jediné co mě napadá u těch stacků je to, že pokud v poli vyhledáváš například náboje přes nějaký loop kde to hledá tu entitu od začátku, tak ono to vždy použije tu první co to najde.. To znamená že to poprvé hledá náboj, a najde ho to na indexu 2 kde je 60x. Potom to hledá další náboj ale zase od začátku, takže to znovu najde ten na indexu 2 co tam je 60x. Také se mi to už párkrát stalo, a vždy jsem byl zmatený. Musíš nějak ošetřit aby to nemohlo znovu najít ten samý item, třeba ten array promazávat postupně? Pokud tě nic nenapadne můžeš poslat scenario se scriptem nebo ten screen, a poradím lépe přímo na příkladu. Co se týká toho druhého issue, nevím že by jsme něco takového měli reportnuté.. takže určitě prosím poslat logy a video, to by bylo super. output_log a output_log_clean soubory najdeš pod Steam\steamapps\common\Ylands\Ylands_Data, pomohou nám lépe identifikovat problém, pokud tam bude.
  3. NaruTheHuman

    Building a vector from independent numbers

    You have to use SET POSITION tile, to actually change the position of the entity. You can either save the position to variable, use SET Y VECTOR to this variable and then set it back to entity like this: or just use parts of the original vector through get X and get Z vector, and set X manually: There is really much more ways to approach this, but the main point is that SET Vector just changes the number itself, but you still have to use it somewhere else, to actually change something visually. To change position, always use SET POSITION. Feel free to write if its till not clear in any way. ^^
  4. Game proměnné bohužel neumí ukládat entity, no. Můžeš to vyřešit například tak, že budeš ukládat entity type pro každou z těch entit.
  5. Zdravím. Arraye nebudou na tohle potřeba. Když vytvoříš nějaké scenario, pod tímhle tlačítkem se skrývá game storage. Můžeš tam vytvořit persistentní data, která pak zůstávají každému hráči uložená v jeho zařízení. Takže vytvoříš například proměnnou SCORE, a každému online hráči pak můžeš tuhle proměnnou aktualizovat. I když hráč odejde offline a pak přijde zpět, score bude mít pořád stejné.
  6. NaruTheHuman

    Any key-value data structure we can use?

    Hello there really isn't anything like dictionary yet, but you can use multidimensional array, where the main array will serve as key values, and under each key you can have multiple values.
  7. NaruTheHuman

    I can't have the animal move to a point

    Hello, move towards is not meant for NPCs/Animals. :) If you want to tell the animal to move somewhere, set your AI behavior to patrol, and add waypoints to where it should move. :)
  8. NaruTheHuman

    Break out mini game (aka arkanoid)

    Hello ^-^ Detecting collisions between objects would be great for sure.. but for now, you will have to use the trigger zone for either each block, OR you could use one animated trigger zone that follows the ball, and would detect all the blocks it touches. (Just add all the blocks to label, and set it in the trigger zone :)) Then of course add some entity storage to each block that should have more than 1HP, and just subtract one each time the trigger zone hits that block..
  9. NaruTheHuman

    How to make a timer that count downs?

    Hello There is quite a lot of ways to do this, so I will just choose one of them. First create a variable in a global storage. (you have access to global storage variables from any logic in your game, and that is really handy for timer. ) Be sure to check "show in object properties window, it makes it easier to set ^^ Now open object properties of global storage in the scene (just click it in the scene), and you will see the TIMER variable. Set it to lets say 60. Add time trigger game logic, set TIME to 1, and repeat count leave on -1 (means it will run forever, makes sure to run even if you change the TIMER value ). In time trigger under variables, you will find SET TIMER tile. Connect this to the ON TRIGGER event, and set its value to TIMER - 1. This makes sure to reduce the timer by one, every second. Now create some custom UI with text, that will display the number. I named mine TIMER_DISPLAY. Make sure to check "visible to new player" option, in custom hud settings. Now just find SET TEXT text widget tile and GET WIDGET tile. We have to use FOR EACH here, to make sure it gets displayed to every single player. You can have array of players created, or use GET PLAYERS player role/team. Each item in this array is a player, so we put it to the Player field in get widget. Connect it up, select the custom HUD with timer, and to the "To" field just place the TIMER variable. And we are done. Hopefully it helps.
  10. In some cases, global storages can merge together. That happens in the case that you place two same global storages to the scene, then they merge.
  11. Hello, global and entity storages can be saved to compositions just like any other logics. :) If you have trouble with saving them, please send us the scenario where this problem happens and we will check it out. :)
  12. NaruTheHuman

    Question: was SET HIGHLIGHT removed?

    Hello, highlight was moved under the other particle effects, since now you can add particles on entities. SET HIGHLIGHT was set as obsolete, so you should stop using that, and set the particles effects on entity instead. ^^
  13. Right now, there is no way to change the speed of the animator. You could maybe split it into two animators, and just reassign the objects animator from one to the other, once it reaches the end. I have already used this solution in the past, and it wasn't that bad.^^
  14. Small capsule zones are not working correctly, apparently. Bottom and top round parts are not registering entities correctly. I have already reported this issue, so hopefully it will be fixed in the future. In the mean time, you can either change the zone to "block", or just instead of the zone following the player, just spawn zone above each block you place, that will trigger when player steps in it. Also, This way of detecting entities will not work correctly for entity welds. It might be possible in the future, but right now it will trigger only on the pivot points position.
  15. NaruTheHuman

    Interview Ynterview #17 - Naru

    I used round steel rods. They are hexagonal, so they create quite a nice pattern when you put hem together. :)) As far as the map goes, I first generated a grid above the terrain, used raycast from individual points on the terrain, and then assigned the elevation to the rods. ^^ Will make some kind of a tutorial, as soon as I have a bit of a free time. Little tip, using LERP between green and red color for different elevations makes the whole thing way better. Here I used small trigger zones instead of the rods, with the colors. x)
  16. NaruTheHuman

    Collision Detection

    Collision detection between two entities is sadly not possible right now, and is not planned in foreseeable future..
  17. NaruTheHuman

    Server

    Pro zamezení toho aby mohli hráči ničit nebo brát věci na serveru si je tak musíš nastavit přímo v editoru, když vytváříš mapu. Je třeba každému itemu nastavit unpickable a indestructible, hráči samotnému zatím bohužel nejde přímo zakázat že nemůže nic sebrat. Pro nastavení admina nějakému hráči musíš jít do účet > moje servery > vybrat svůj server, dole vlevo kliknout na "spravovat", třetí záložka je konzole. A tady zadat "/promote <nick hráče kterému chceš dát admina>"
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