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Posts posted by Cernu
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I tried everythings I could think of, this included. Not working. Buttons are not disabled
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that dude makes me laugh actually ^^
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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 ?
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it might be a bug, but I solved my problem with a tiny delay and despawn the burning torch, and spawn a torch.
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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.
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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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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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Quote## Error
# Number has no properties (0)
Stack trace:
REPLACE(Source, Search value, New value) (#237, Line:1872, Column:30) in messages and text (ID:225)
returns en minuscule(message to change) (#1666, Line:568, Column:65) in PLAYER STORAGE (ID:100)
return attribute value(PLAYER STORAGE) (#1552, Line:139, Column:116) in skillCheck (ID:91)
base skill check(difficulty, skill to check, skillName, player, tool to check, XP gained mult, global XP gained mult, attribute) (#77, Line:4364, Column:180) in forest hidden object trigger zone (ID:523)
On Trigger enter(Trigger entity) (#1, Line:4363, Column:12) in forest hidden object trigger zone (ID:523)Like the one above.
especialy what does stack trace mean ?
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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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10 hours ago, ocnoglittle said:Adam has said that the update won't be until after the competition.
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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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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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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wow thanks, I need to dig deeper into this.
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Wouldn't that be great ?
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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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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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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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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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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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Thanks for the feedback. I think all your concerns will be alleviated soon, beside skills. I LOVE skills ?
I will try to add a little starting area next update, where you will choose a "job" and receive your "savings" (like a "big" amount of gold). This will help starting player learn recipes and buy stuff. The "jobs" will be very simple: start with some upgraded attributes and skills. Like a Hunter will start at skill level 600 in hunting and bows, 300 in tracking and survival, spears, 5 in perception and 3 in agility, for example. A Forager would start with scavenging and gathering skill, perception and intelligence, a warrior.... You get the picture...
QuoteMaybe have lots of trees and then even more things spawn in when they pass through a trigger zone?
This a must that will come next update. But I am still undecisive as of the skill. using some specific / perception skills would make sense, but a "notice details" skill would allow me to easily expand the system, by putting a bunch of little items into an array, and having them spawn randomly. I shall see. But areas will be denser too, no issue.
I am still discovering the amazing creative power of the engine, that is perfect for my imagination and coding skill level, although would greatly benefit from QoL improvements for a heavy coder like me.
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[YLD-27306] [YLD-27307] ignite/extinguish in inventory
in Editor Bugs & Technical Issues
Posted
some of the stuff I did to achieve this