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Everything posted by Cernu
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Like the one above. especialy what does stack trace mean ?
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UNDER REVIEW [YLD-27306] [YLD-27307] ignite/extinguish in inventory
Cernu replied to Cernu's topic in Editor Bugs & Technical Issues
some of the stuff I did to achieve this -
UNDER REVIEW [YLD-27306] [YLD-27307] ignite/extinguish in inventory
Cernu posted a topic in Editor Bugs & Technical Issues
I want the player to not be able to create fire. So I have an event that listen to ignite, and extinguish the item immediately. It works fine in exterior, but when I have flint lighter in the inventory, I can ignite a torch. -
UNDER REVIEW [YLD-27306] [YLD-27307] ignite/extinguish in inventory
Cernu replied to Cernu's topic in Editor Bugs & Technical Issues
I tried everythings I could think of, this included. Not working. Buttons are not disabled -
that dude makes me laugh actually ^^
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UNDER REVIEW [YLD-27306] [YLD-27307] ignite/extinguish in inventory
Cernu replied to Cernu's topic in Editor Bugs & Technical Issues
thanks for the tip, very usefull. However, it doesn't disable the buttons that appear from within the inventory. Like if I have a non lighted torch, and a flint lighter, I can still ignite the torch. Or is there a way to disable these buttons too ? -
UNDER REVIEW [YLD-27306] [YLD-27307] ignite/extinguish in inventory
Cernu replied to Cernu's topic in Editor Bugs & Technical Issues
it might be a bug, but I solved my problem with a tiny delay and despawn the burning torch, and spawn a torch. -
when two values cannot be compared, but are compared anyways (I have aLOT of problems with game objects, entities, templates, types, and individual objects), the script stops working. Do you know a coder way to bypass the error please ?
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thanks, but I have issues if "example" is a game object, or doesn't even exist. You know, like using NONE, Unknown, null and stuff...
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Wouldn't that be great ?
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Thanks, I already did this for my weapon rigale skills. I just wish there was an easier way. But it works. Thanks for the tip anyways ?
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I was talking about entity classes, like any knife, any edged weapons...
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That is bad news, because from what I read, there will be some very nice coding QoL features for coders. And critters or things in Rigale are quite complex as far as internal system goes, and quite time consuming to create, even if I tried to ease the process. As for the competition, I will run sure why not, but I started Rigale before it was annouced, and will probably keep developping it after. And I really don't worry about it ? As for the swimming, both if I can. Athletism is already a thing for next version ? I will do swimming today, and maybe add wolves. Wolves are a must for stone age world ?
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updated to 6 nov 2020. Next I would like to try to improve and expand Athletism and swimming. I also have in mind a very big change for Rigale, that will allow me to introduce even more new concepts. However, I won't expand the world (in termes of size and critters) that much until the 1.5 exploration update, because some scripting improvments might be very helpfull for me.
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I have a very hard time creating functions with all the items variations in Ylands. I like my functions to be multi purpose, and have as wide an usage as possible. So I created a function that will count the number of item types in inventory, but I just can't have it count the number of templated items in inventory. Any idea please ?
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templated items An item I attach a game logic template to. I haven't meddle into labels yet, it might prove usefull. We shall see. Thanks ?
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Never mind, I am using "get name" ?
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wow thanks, I need to dig deeper into this.
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Hi all, I would need to have a game object template in the world, and duplicates here and there (they are spawners). However, if I change the template values, the duplicates don't change their values. Is there a way, beside using data sheets (which I do, but don't find really convenient...) ?
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not really what I am looking for. Imagine I have a time trigger, that spawns an entity. I need to put some copies of this trigger all over the map. But what I am looking for is when I change the original trigger values (like spawn 2 entities instead of 1), all the triggers that I have copied on the map will spawn 2 entities, without having to manually update them, or delete them and re copy the original. Data sets can do this with no issues, I just wondered if there was an other way ...
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Did you people find a way to check this ? I have a timer for bleeding, I would like it to disappear when the stored creature doesn't exist anymore. But I definitely can't find anything in the tiles for this.
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I will check. I thought this tile would check if object was entity , as opposed to being a game object, as the same is game object tile exists.
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if the "if" logic check result is false, it will skip what is "inside". Did you try to use instructions ?
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This EXACTLY what I mean and need, and it is AMAZING, thank you so much.
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It is very boring to open the functions choice windows every time I drag and drop one. Could it stay open, or maybe I could resize it. Or at least, leave the slider to where it was when it closes ....