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Cernu

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Posts posted by Cernu


  1. Quote

    Again we are sorry for this mistake and we will take great care not to make it again in the next competition coming soon. The first competition was for us always a testing ground for our next competitions and so at least we have learned, what works and what doesn't

    nuff said ?

    Trying, learning, getting better ?

    • Upvote 2

  2. Thanks 2 u 2. I already use the if method, Valour4Eva, like I describe in my post. However, it really feels clumsy.

    ocnoglittle, I will give it a try again, now that instructions can have up to 16 variables in the 1.5 update, which is great.

    Cheers

    • Like 1

  3. Just when a wrong variable is highlighted in red, would it be possible to highlights all variables use in green. (for example, I define a local "item to equip" variable, it would be neat that all iterations of this variable , when I click on one of them, are highlighted in green.

    Cheers ?

    • Upvote 1

  4. Concerning rigale, most of my systems are in place. However, one thing that is really pushing me away from the editor and visual coding those days is that I can't easily copy/paste code. This is an issue, because it makes it harder to create new critters for example. Lets take a rabbit and crab for example. Sure, I can use script to easily change/randomize some values and colors, and this I already do (if you play rigale, you will notice animals "get older", or wolves can become alphas, or deers white deers. but If I want to create a crab from a rabbit (let's say for simplicity's sake that they have almost the same values. Yes crabs can bunny jump in Rigale ? ) I have to copy/paste every godamm line of code (which I wrap in a convenient logical "if", that then allows to copy everything inside).  Its is a long, time consumming/error prone process.

    My proposal would be to have some way to (using ctrl ? ) add all lines of code to a copy, and then paste them all to the new critter/item script.

    Or maybe a workaround would be to change only the apparence of the critter, and have more control on its base values (especially speed). 

    However, those are proposals of course. The editor is AMAZING, and getting better with each update. Good job ppl.


  5. That would be neat if it was possible to create fixed variables choice for functions (think enumerators)

    So, for example, let's say I have a "gather item" instruction. One of the variables would be "how many items". When I use this instruction, clicking on this variable would show me a number of choices, and I would pick one.

    A little bit like when I get to pick an enum variable, like a movement stance, or a type of item, or an equipment slot...

    Or at least have the possibility to comment an instruction, and have access to this comment when I call the instruction from another script. ? 


  6. I would like my player to pick up shot arrows or bolts that hit the ground, and ideally, check if they get destroyed hitting the ground. I think I can manage to do this for arrows and bolts hitting the target (at least I will try), but I have no event for this, unless I miss one. However, I know there is a raycast  that returns on ground hit, and even target hit. Have you people managed to link these two functions, and return the ground hit ?

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