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Everything posted by ocnoglittle
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While they are working on this, maybe you can just use these scripting tiles to make it work: Traditionally health potions restore to full health: But you can also do a percent (This example is 20%, or 1 heart): Or a fixed value: Please let me know if I completely misunderstood your question ?
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despawned mount cant unmount ?
ocnoglittle replied to Cernu's topic in Editor Bugs & Technical Issues
As far as I know, right now, animals cannot get damage while they are mounted... at least from fall damage. I will have to get a partner to test other types of damage with me. If that is true, they will not "naturally" despawn while mounted. For preventing the player from using the mount to move, I would use this tile instead: https://community.bistudio.com/wiki/Ylands_Tile_-_Character_controlled_entity You can either force them to dismount by setting it to none, or do something to the speed of the animal itself while it is being ridden. You can also force them to dismount by setting it to none before despawning the animal ? -
Depending on how simple the "skill" is, you might just assign whatever it does to a custom control button and not have it be a skill at all. That is what I ended up doing for Snowball Fight since collectively we couldn't figure out how to stop the animation bug.
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Is there any way to delete local exports? I accidentally have 3 named Welcome to Halloween and want to delete the duplicates so I am less likely to get confused. I wasn't able to find a button within the game for that and if I delete the file in C:\Program Files (x86)\Steam\userdata\...\298610\remote\Games, and then open Ylands, it just makes a new file ?
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I was able to find a workaround, and I hope it works for what you want. You can add Markers at the beginning and end of your skill, which creates event tiles you can use for visual scripting.
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How to connect chassis to another chassis
ocnoglittle replied to empeorgame3's topic in General Discussion
@empeorgame3 please remember to not be demanding and expect the game to change too quickly. There are things that we can do with the game in its current state. We can help you learn how to do things with the game how it already is. We can help you with specific scripting questions if you make a post with some screenshots and describe what you want it to do and what it is doing instead. -
How to connect chassis to another chassis
ocnoglittle replied to empeorgame3's topic in General Discussion
? That is a good point. Then maybe using something to reversibly connect them is better, like a gate and a metal bar. -
How to connect chassis to another chassis
ocnoglittle replied to empeorgame3's topic in General Discussion
In short, using blocks. There are many different ways to do it. I recommend you look at compositions available in the workshop to get ideas. I know you have seen Spyler's Simple Train V.2.0 which has a ball in the middle to easily connect and disconnect the chassis. You could attach them like kirikal's Camping Car: or using a gate like jrock/Hildegunn's truck with trailer (not sure if that one made it into the Workshop or is only on YWD Discord, since it was made on a non-exploration map so no blueprints): All of these are reversible, so you can attach and detach, but you can also just connect them with permanent blocks. -
As far as I know, this hasn't been changed since: Editable books are in the suggestion box, but as of right now, if you change the "text" of a book manually, it no longer functions. If you try to Set Written Text it via Visual Scripting, then you get the error: You can however edit blank paper sheets or blank leather sheets to write notes within editor. Alternatively, if you want something longer, you can use Visual Scripting to open a Custom Window when the player does a custom interaction with the book. An example of that is in Lochford Horror 3: https://www.twitch.tv/videos/809458488?t=00h21m24s You could make the Custom Window look however you want, including like an open book. You could also link buttons within it to more custom windows with more text, etc.
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Along with Ylands, one of my favorite games is Ragnarok Online. So I made a poring pet (from RO) for Ylands. Unlike the original, it can collect items for you and you can get them later. I recommend having an herb bag, soil container, and seashell jar or those things will drop on the floor instead of in your inventory. Added to the Workshop as "Porings!"
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The duplicate jpg files taken by Steam are usually small enough (found in Program Files (x86)\Steam\userdata\(your user number)\760\remote\298610\screenshots).
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I don't have a solution, but I was also having issues spawning inside smaller spaces. The game seems to think there isn't enough room for the player and spawned the player on top of it for me. ?♀️
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I really love the free-placed gold pebbles on the baskets and the torches in the vases. The whole thing looks fantastic!
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Incorect info for "get item"
ocnoglittle replied to Azaren's topic in Editor Bugs & Technical Issues
By the way, I tested this, and it will try to give you 50 stacks of 1 ? .... so don't do that. -
I also made a "Harvest Staff" for quick collecting of plants:
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Oops I accidentally deleted this from the original message.
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This is something I made in Editor for chopping down trees more efficiently with "magic". I put the composition in the Workshop. It is a Magic Axe that can cut down a tree in one swing and spawns wood in your inventory (no damage to other objects). The stump is optional, but I like it as a place for the player to find the Axe.
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I believe it can only be played "locally" if it is unprotected. (Please someone correct me if I am wrong.) The game id is the last part of the website address for the asset. For example, your game https://play.ylands.com/asset/8584 has the id 8584.
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This ^ is now in the Workshop as a composition (it should be fully functional now). It includes the armor and firearms from earlier, or you can download each of them as a stand-alone composition. The composition names are: Blacksmith with Unique Items SPECIAL ARMOR BLACKSMITH FORGE FUNCTIONAL GUNSMITHING TOOLS COOKING STATION Please let me know if you want me to make recipes for any other items. Also, if you find any errors (buttons doing the wrong thing, etc) please let me know.
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I know a lot of people (including @spiritchaser28, @Deadeye_Rob, @jchob, and many others) want more recipes in the game. While Bohemia is working on that, I decided to make my own recipes. These workstations will all be available in the Workshop as Compositions. I started with the food items missing recipes, and will probably do weapons and armor next. Let me know here or on Discord (Ocnog#6938) if you have any recipe suggestions!
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Rigale, a highly interactive randomized world
ocnoglittle replied to Cernu's topic in Community News
You might need to change the game ID back to the original number before updating using https://community.bistudio.com/wiki/Ylands_Change_Game_ID I am excited to play your game -
I got distracted making the weapon/armor upgrade system. I will keep working on this one and upload it to the Workshop when it is complete.
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The slider for Scale doesn't work when selecting multiple game logics (melee effect, particle effect, or particle template), but typing in the value still works. This makes me think it is an error and not working as intended. You can also use the Scale button in the top left corner (not shown in the video). The items don't need to be grouped to have the error.
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P.S. I will add the start working on the other weapons tomorrow and put all the armor/weapons in a Blacksmith NPC. Please let me know if you want anything else to be craftable like this
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This next one I made kinda under duress. I apologize if the warning on the video is preachy but please be safe and teach children about gun safety as well. Functional Gunsmithing Tools now available in the Workshop. I tried to use mostly the old recipes from when they were craftable. It needs a container because the recipes got complicated, but you can switch it to a different container (just change the "container" variable in the script) or hide the box anywhere on the map.