jchob
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Everything posted by jchob
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Is it possible to add a friend to protective barrier?
jchob replied to MizzShadowCat's topic in General Discussion
@MizzShadowCat llke Adam said, no. But if you both play on your own map you dont really need a barrier. For multiplayer maps, you can turn off the barrier and you can help each other. Keep in mind that anyone will be able to build too. And before you leave, remember to turn the barrier ON. -
searching tiles needs a lot of work. Im pretty sure the search has been modified with 1.4 update. The way I used to search some tiles, are not shown anymore. For example, i search for "template" and it would only show the tiles with "template" word. Now, i have to search for "spawn" and it shows all spawn tiles with "template", "entity" and "logic". That makes me loose some seconds to spot the tiles that I want (spawn templates). That being said, for that specific, i would want to be able to search "spawn entity" or "spawn template".
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i would like they bring back steeper montains and idented sea-coast. It doesnt need to be automatically, would be cool if the map creator could have an option choose to generate them or not. I already gave this suggestion.
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Hey Adam, some days ago i found a video from earlier 2018 i think that was called Q&A. That video is from some months ago before i started playing ylands and join the forum. I'm glad that many stuff BI team said was going to implement it is actually in-game. So, my suggestion is to do the same. Look around community questions and they could answer to the most pertinent questions/suggestions. I know this is a hard time due this situation, but would be cool to see a office tour while they are working and what they are doing (of course without spoilers).
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RESOLVED Saving equipment item ids
jchob replied to Shadow72's topic in Editor Bugs & Technical Issues
It happens to all of us ? -
just to add to this suggestion: we need an event or at options window for buttons (custom windows) to control "on mouse hover button" like CSS has. This way, instead of changing the buttor color "on hover" i could just change color of texts
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UNDER REVIEW [YLD-27306] [YLD-27307] ignite/extinguish in inventory
jchob replied to Cernu's topic in Editor Bugs & Technical Issues
That seems a ylands bug because you shouldnt be able to use the buttons. So, a solution could be using a event listener "On light" then use the tile Extinguish Entity. That way even they light the torch it will be automatically extinguished. @Adam Snellgrovecould you look up on this? ? -
oh cool. Well, for them to implement it they would have to change the game core programming on their classes itself, and I think they won't do it, but we never know what can happen ? Good suggestion ?
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well, you can make it via scripting, but you would need to make everything by hand. For example If get active item type = sword_1 OR sword_2 OR sword 3.... variable playerEquipDoubleEdge = true If get type = kife_1 OR knife_2 OR.... variable playerEquipSingleEdge = true Then, listen for melee attack and check which variable is true and then perform the damage you want. On melee attack If playerEquipDoubleEdge = true damage target 200 If playerEquipSingleEdge = true damage player 100 This is just an idea you can try
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What do you mean by classes? Warrior, Ninja, etc etc? If so, you can use skills like Shadow said, or you can use entity storage. For storage, Set up all possible things as variables inside the entity storage (str, vit, dex...). Create a variable called "class". This will be a string Then create something to set which class player has choosen For that, on entity storage make some instructions called Warrior, Ninja, etc and then you can change specific attributes according to the Class
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@Adam Snellgrove i guess you can delete this one. There is other thread with pictures.
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@knightwar that is a good thing to hear. I'm glad you learnt ? As I said before to you, if you are cool with people they will be cool with you. In some posts I saw you have good ideas, but the problem is that you were demanding them to make them and talking like a *jerk* (sorry for the bad word, but it was true) Just give your suggestions in a good manner. Also, some ideas you have, you can make them in editor if you learn scripting, and you will see it is fun. There are some communities in ylands, but here on forums we are all one community to make the game pleasant for everyone. Have fun ?
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@NaruTheHuman sorry to tag you, but you are tha man ? first question: I have a script that blinks "labeled entities" every "1" second (time trigger). In that "each tick" it runs through an array of colors (around 10 colors). [ By the way I couldn't figure out how color lerp in ylands work even after i researched about color lerping. It just goes straight to the "last color". ] That being said, are you saying it is better to get rid of time triggers and make a recursive function with a delay inside, instead? Second question: Would you have a trigger zone spawning at target's position to perform actions and despawn it after (so i can see which players are inside the area) or would you use overlap tiles? Let's say, turret shoots at the player and a trigger zone is spawned at that "target position" and make "bullet MOVE TO target's position". Inside "bullet ON Movement end" I despawn each trigger zone respectivly. I think trigger zones can get confused if "On Enter and On exit" occurs at same time especially if you place delays inside (yes, I know I can make some scripting tweaks to avoid that). The question is: would you get rid of trigger zones (thus less logics in the map) and instead use the tiles Overlap for this? Because on "bullet movement end" I can call a circle overlap for example, get an array of overlaped entities and check if there are any players inside that overlap array? Because this is not for only 1 enemy shooting, so it will end up with like 10 enemoes and let's say 2-3 bullets moving for each enemy. Hope this last question makes sense. This was an mazing video. We know about limitations but we also want to make a lot of cool stuff work together. Many times the culprit is the script and work flow itself but also the ylands limitations. So, I leave the suggestion to make ylands process animations/effects more effectivly. You know we need a better performance. As you've seen, players are getting better and better at building and scripting because Editor+scripting is so awesomwe that we are trying to make more than ylands let and it's a shame sometimes we cannot put all together. This was all while I stopped video at 14 minutes. So, expect more questions ? Thanks crazy hair man ?
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UNDER REVIEW [YLD-26947] "/hidechat" in editor
jchob replied to ocnoglittle's topic in Editor Suggestions
but it disappears after some seconds (~3 seconds). Why you need a /hidechat? I'm confused ?♂️ -
very cool. I see you also like the pixel cube ?
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UNDER REVIEW [YLD-26947] "/hidechat" in editor
jchob replied to ocnoglittle's topic in Editor Suggestions
If you press enter you should be able to open/close the chat, no? -
Allow arrays with empty indexes in Game Storage
jchob replied to Shadow72's question in Suggestions & Feedback
@Shadow72would the literal NULL work? It is supposed to mean "nothing/empty" value -
uh, i got "cannot load file" error. Maybe i had different delimiters on csv file and ylands options I will try it again. Thanks a lot for this ?
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Error 502: trying to load the game
jchob replied to Valour4Eva's topic in Editor Bugs & Technical Issues
i'm having that same problem at this moment -
RESOLVED [YLD-24568] Zooming while editing scripts
jchob replied to Azazil00's question in Bugs & Technical Issues
yes, it happens to me a lot. On the other hand, i usually turn a big script line into small "pieces" by using variables. I realized that finding errors in big script lines can be messy. Variables are your friend ? -
That would be great ?
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If i understand correctly, you have an index out of bounds related to something with the id #2684 (maybe its a label?). And the problem is spotted at the achivement storage. I woukd start look in the storage for a problem with arrays (or labels)
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Also,you can make instructions inside the gloval storage and call them from anywhere like global variables.
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oh nice. I already love the modules without testing it ?
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cool one ? I have one like that but its not a score board, its a leader board. It was also developed with my mini game word hunting in mind.