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Posts posted by Mello1223
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interesting solution, but it can have a bug if the player does not move,or no? can add a simple condition and oscillate with the musket ball up and down. just about 0.001. but I haven't tried it, maybe it's not necessary.
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it's funny, but I don't understand the point. detection will also find you a player, you don't have to use an extra entity
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in that case, I would suggest constantly detecting the distance of the player to the robots, and only if the distance will be sufficient, start the detection on the robots.
but it would be worth trying to try it without detecting the distance, because if the robot detects only players in each of its zones, then it shouldn't be a problem either. you must be brave, the game manages more than we think, and I say this from my own experience -
simply put, the tile returns an array of entities in the area. they can also be welded entities, but they can't have collisions turned off . and sorry, there is a mistake in the photo: for animated group you need transfer position/rotation (game logic) not get position/rotation.
You can, of course, adjust the condition as needed, I took this for illustration only -
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Hi. this was solved while Adam was here, I told him several times, I think at that time he also sent me an explanation of why it works like this, but I don't remember it exactly..
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hello. for point one : TEAM - instead of team logic you can use entity labels and create your own teams at any time during the game
two: you can use "skill logic" to use weapons in different situations. you can now invoke the ability with a script or use button and custom control.yes, it requires more work, but you also have the opportunity to rework it more.
three: AI : don't forget that more NPCs in the game mean more demands for performance, instead I recommend creating your own enemies, according to your own requirements. it also requires more work, but the result will definitely be worth it. -
beautiful. it reminds me of the style of games I grew up on.. I LOVE IT!!!
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you can't disassemble the ship hull at this time.
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50 minutes ago, Elenis said:Another idea might be a motorized revolving platform. That way you could build a rotating gun turret like the USS Monitor had, or a rotating observatory dome. Possibly motorized hinges and pistons for tilting bridges, big gates, and other moving things made outside the editor.
something like this???
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3 hours ago, Deadeye_Rob said:And that’s where we can find a use for Steam/Ylandium power! It all fits together!
if you are interested in putting ylandium in your craft stations,let me know.somewhere in the archives I might still find scripts that I created for some of my creations. the point of these scripts was that if you didn't bring ylandia energy into the device, it didn't work, and there was also a simple script to recalculate the energy supplied. Simply put, the more energy you put into the device, the more productive it was.it will definitely need to be adjusted a bit, but the foundation should still work.
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Hi. you probably creating an array with a negative index somewhere in the scripts. If the game also reports this error to you in the list of errors on the right side of the screen, you should have a box at the bottom to determine the exact error in the script, just click on that box
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even now you can build any big blueprint plan even on a weak computer, it just takes a lot more time than a player with a strong pc. but players who do not know about it often give up before they can build this plan, because they do not know whether the plan is still being load or something has gone wrong. therefore, I also think that it would be good to add information to the monitor about the status of loading the plan
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it looks really great, but lagging doesn't allow me to keep playing. try optimizing it before exporting
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5 minutes ago, TonyPearce said:Yes, I already solved it, well it's not that hard, just a little tricky.I spent most of the time driving train instead of solving mystery.
yes, that was the point. after creating several previous games, I chose a simpler solution, and I paid more attention to the design side, and the functionality of the train
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the train is affected by a number of wagons.more wagons equals less acceleration.and the amount of coal is set so that you can't drive around the map indefinitely with ten pieces of coal. but at the same time I have tested that for one full tank it is possible to cross the map until the complete solution (yes, I originally wanted to set the speed a little higher, but the other technical parameters did not allow me to do so.)
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8 hours ago, TonyPearce said:have you also activated the lever under transformer in the power plant?
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5 hours ago, Igor Q. said:yeah that's what I think I might do. However it feels like a really awful solution to implemenet for everything tbh.
do you mean transform position?i use it everywhere,and havent problems with it..
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@Igor Q. what if you created a reference point and animated it to the exact position and rotation of the group with each movement of the group? ? ? or select an entity or logic directly in the group, and get position and rotation using the tiles to transform position/rotation with zero offset,from this selected entity/ logic
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Amazing!!!
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5 hours ago, Oliver Hope said:As far as I know there is no way to get the group position property (as the warning says. yeah its weird but consider the get position tile expects an entity not a group). My workaround for this is to create entity wield(s) and then group the entity wield(s), then you can get the position from the entity wield. If I remember correctly you need to use the Translate Position tile to get the position with offset of 0,0,0. (regular get position just returns entity wield position relative to the group). We need more tools for working with groups.
Yes, you are right, the tile transform position with zero offset returns you to the position of the entity in the group.and yes,we rly need more tiles for working with groups 🙏
Real scale models
in Community News
Posted
another creation from the series of models, this time according to the real scale, but the scale is not adapted to the character in the game. I converted the model using a 3D program, and now I'm creating function model acoording this 3D model ... I hope you will be able to try it this time in the multyplayer version. I will keep you informed of the progress