jchob
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Posts posted by jchob
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On 1/13/2020 at 9:06 AM, Adam Snellgrove said:I think there is an X but it blends into the colour because they are both white ? I'll check, if we can change the X on specific items to a different colour.
Oh, I didn't think of that ?
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On 1/21/2020 at 2:40 AM, Indomitus said:I tried this. (I had not noticed that tile because I don't use much animation. I really need to explore more in the Editor.) I think that it should work fine.
I would worry about performance only IF they were animated manually. The FOLLOW TO command works in a different way, and should not have that problem. As long as Speed and Acceleration are high enough, and Distance Start and Distance End are both 0, it should follow the player perfectly.
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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On 1/11/2020 at 6:34 PM, Bob Salvador said:I'm in bad position, My graphic card is dead, I'v send it to return, I can't play before I receive the new one, tell me your in game name I'll invite you to my friend list and let you join when you're ready to go
My In-game name is JCHOBS
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Oof, I need to try one for myself
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14 hours ago, Adam Snellgrove said:Sorry Indian Chief, definitely not on purpose. What didn't I get back to you about? Got a bit swamped last few weeks, so might have missed it ? And this screenshot will stay with us for a while ? It is a bit big, true ?
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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Just now, Igor Q. said:Yeah, I agree...all colors should be changeable. I don't care if it's an ugly orange armor with purple trimming...I want it :V
yeah, for example, the Crab Carapace torso armor is mainly orange color. And it's the main color you can't change ??
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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
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14 minutes ago, Igor Q. said:Yes.
Groups have their rotation and position set to null while moving (I'm not sure if it's an intentional bug).
For this reason, if you need to get the position or rotation of objects while they are moving, its better to use animated welds or entities and not groups.
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. 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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3 hours ago, newfang1 said:
Hey guys, I'm about to start a large project that I'm planning to Blueprint. Has this been changed since this posting? (See Below) I intended on making the vehicle in the Editor mode, but wanted to make sure I could before I got started.
How do I share a Blueprint with a friend?- Can we make Blueprints in Editor Mode?This is not planned at this moment. There are several reasons, but the most important is that in the Creative mode players have access even to objects that can't be crafted in the game. If you capture a house that would contain such objects, you wouldn't be able to build it elsewhere. From that point of view the only "safe" mode is Explore, where we know everything that players are capturing has been crafted. That being said, Blueprints will definitely be improved in the future, so any feedback is welcome!
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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@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? -
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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2 hours ago, Indomitus said:1. Set your Event Listener to "Interaction Between 2 Entities." Set Trigger Object to "Any Entity" and Target Object to "Any Player". You can now select ON DAMAGE as the event.
2. In the On Damage event, my system checks if the Target Entity (damaged player) has a specific Entity Storage, then passes the info to that for the calculations.
3. The first thing to check is the Trigger Entity. You can use the "Is Entity" tile to verify it's an object (and not the ground) which will narrow it down to other players or animals (and maybe cars?)... OR check it against an array such as the list of players in a Role or Label. My system adjusts for all damage, depending on what caused it, so I have script for both.
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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6 hours ago, Indomitus said:There is a way to rig an event listener to capture ON DAMAGE for players. I have one in use as part of a custom hit point system in one of my game modes I'm working on. I'll have to look it over when I get home, but I do know it can be done.
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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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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NPC used to accept gold pebbles as the "normal" payment method.
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First the flying sharks, and now a land boat ? now you can shortcut through the middle of ylands instead of turning them ehehe
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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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Ynterview #17 - Naru
in Dev Diaries
Posted
I think the technique used is called "procedural map generation".
Is commonly used to generate maps/land/groung/hills randomly