jchob
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Everything posted by jchob
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UNDER REVIEW [YLD-21402] Raider Armor colors
jchob replied to jchob's topic in Editor Bugs & Technical Issues
Oh, I didn't think of that ? -
UNDER REVIEW [YLD-21402] Raider Armor colors
jchob posted a topic in Editor Bugs & Technical Issues
I know this is not "an important thing", but... Raider Armor torso and pants can't change all colors. On other items, the colors which can't be changed usually are marked with a "x" The Raider Armor showing the color without x, but also can't be changed @Adam Snellgrove, sorry to bother you with such a thing -
Yes, distance is set to 0 and speed&acceleration is high enough to have the triggerzone always at middle of the player. off-topic: in some cases, instead of using Animators l, you can use the tiles MOVE TO and ROTATE TO
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Oh look the guy with weird hair ?? I like it eheh Uh oh, that would be a fun fight. I won't bet on you tho ?
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Well, I have a triggerzone using the FOLLOW TO player. But as you say, having many of them can cause performance drops, maybe? I haven't tested with a lot of them, tho.
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My In-game name is JCHOBS
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Oof, I need to try one for myself
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Are we gonna get big pets? ???
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@Bob SalvadorI love medieval ERA. I need to see that for myself please. Could you start a game and let me join? Please please ?
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UNDER REVIEW [YLD-21402] Raider Armor colors
jchob replied to jchob's topic in Editor Bugs & Technical Issues
yeah, for example, the Crab Carapace torso armor is mainly orange color. And it's the main color you can't change ?? -
oh thanks, you are the man. Someone has to ask these stupid questions, right? ?? I'm seeing it now. It doesn't take the position from an object that is part of a group. Well, I just placed a "hidden" coin
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Hey there. I'm trying some turrets aiming players. So, I have a "group" with dart shooters that uses the AIM TO tile. Well, if the dart shooter is static (Animated NOT checked), it fires at right place. When I set the group with the dart shooter to ANIMATED it fires at wrong place. Is there something else I need to do to have it firing from it's own position, or is this a bug? Here follows a video that shows better. @Adam Snellgrove@Igor Q. @Indomitus By the way, the idea is having my "custom laser bullet" instead of the dart shooter, which I guess I won't have problems because I will set the position & rotation FROM where it should be fired.
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@Igor Q. "make a fun encounter with an NPC" Man, your Ice Lord doesn't count, it's from last year ?
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@Igor Q. Can you make NPC or animals following a AI path? I can only set a entity/group/weld linked to a position/rotation animator
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Yes, blueprints have been a thing for many months. Nowadays you can also make blueprints of buildings, cars and ships. Note: only items that are considered "building blocks" can be blueprinted. By building blocks I mean, for example: wooden blocks, stone blocks, marble blocks, etc etc. Items like furniture, plants, lanterns, benches, tables, etc etc will NOT be taken by the blueprint. So, you can make whatever you want in editor and then turn them into blueprints. At the moment I'm at work, but send me a message if you want me to teach you how to make a blueprint.
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Hello. Maybe this was asked already, but we need a way to track where arrows, bullets musket balls, etc land. Or what item they hit. We can't get a ON damage for players. Actually I can make a work around with spawning a trigger zone and enabling/disabling it to follow a player. But only throwing grenades will trigger it. Idea is, one example: shooting a "poison arrow" to damage a player over time. I can make it work with NPCs because they have a ON damage event. I then check what active weapon is active on the player that is shooting. That kinda check if it is a template bow and then I can script the poison HP. Hope I make sense. ??
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@Igor Q. @Indomitus I'm testing the poison "thing" that once a NPC is damaged it will loose HP over time. I use a time trigger over 10 seconds and it "takes HP" from the NPC. The problem is, NPC doesn't die. It keeps walking at same spot. Yes... walking at same spot, i'm not crazy Although if I hit NPC again it dies this time. Anyway, for what i'm doing that wouldn't be a problem because I don't want players to die. Instead of, when their HP is bellow a certain amount, I'm going to set their position to the "starting point". Well, take a look:
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@Adam Snellgrove would it be better to move this to the Editor Help subforum, I think.I have a new question/problem/bug?
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It's like I always overthink on things. For example, some time ago I wanted to make a "driver" for cars. So only certain players could drive the car. Thus, I made all engines on/off depending on the players I wanted.... 2 days after I realized there was a tile called SET vehicle driver ? ahaha
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Omg, I feel so dumb now.. Yeah between 2 entities. I've used it many times before. Maybe I should put down the smokes. Lol Lets pretend I didnt ask it ?
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I didnt find anything on event listener that handles that. It might not be the easy way then... If you can show me some pics ?
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NPC used to accept gold pebbles as the "normal" payment method.
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RESOLVED [YLD-21283] Duck boat glitch
jchob replied to Fompster's question in Bugs & Technical Issues
First the flying sharks, and now a land boat ? now you can shortcut through the middle of ylands instead of turning them ehehe -
They would have to add a "weight variable" to each item/object, or at least those items which could be transported. I don't see them making it happen. What about using some chests in the wagon and make them specific for some types? It would take a big list for the items that you can transport, but that way you can limit the "ammount" each chest gets and thus limit how much you can place at wagon. As from what I get from resources, you mean: logs, ores. It's a "tiny" list
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Hm, that would be a lot easier. Why don''t you use a label with your objects along with a Storage? Then you can get the variables from Storage that are "connected" to the label inside of entity. I'm pretty sure you know that, or I don't understand what are you really saying