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jchob

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Posts posted by jchob


  1. 34 minutes ago, Tankbuster said:

    435366258c.png

    Well, it's a bit of work but you have to dig them. Try to aim at them pressing the C (first person mode) and use the pickaxe. It will be easier of you have a propeller pack as you can fly over these tiny little remainings. If you have a terraformer gun, with practice you will be able to delete them, but be careful because a terraformer can literally destroy the ground ?

    Patient and good luck


  2. Uh oh, these are cool new items.

    New window glass type, and the other one I believe is a window frame?

    The desk lamp looks amazing. The actual looks cool for some things, but doesn't look as cool as the new one. Will it work with the energy system? I hope so. 

    Thanks, and get better @Adam Snellgrove

    Also, is there a way to someone contribute with new 3D models? For example, new doors? Maybe the team don't have the time to create new models as they are focusing on developing game. Community could make 3d models and send you them? (I'm talking about making a 3d model in Blender 3D and make a working .fbx to implement into Unity). Just curious ?

     


  3. On 9/20/2019 at 2:11 AM, Igor Q. said:

    Just realized this, would it be possible to also input the widget location in the script editor?

    I want to be able to insert a grid into a custom window, however I want it to be varying depending on the number of players and the number of scenarios.

    Ex:

    image.thumb.png.229e81dafd8e49a2705ed5020d24748e.png

    Can't you get the widget child order for that? It would be like what is called a "matrix array", "matrice" or just "multidimensional array". 

    Mustidimensional arrays works in a way, that you check the *line* and also the *row* (it's like a table where you have rows and lines) 


  4. On 9/16/2019 at 10:14 AM, Adam Snellgrove said:

    We can't reproduce it. Any specific situations this happens?

    Well, I liked the old UI panels. I could make some custom messages like "you got +100 coins just above the head. The show bubble, show warning text and new customs windows are no good for this. 

    If I place an old composition with old UI panel it works. But after 0.14 the logic no longer exists in the logics. 

    ?


  5. On 9/16/2019 at 3:51 PM, Adam Snellgrove said:

    @Fompster has reported some rogue trigger objects appearing in his script.
    We were unable to reproduce this issue, but we're looking into the logs provided.
    20190915002840_1.jpg.9e79957efe4d651371ef9e1f5884eaca.jpg

    output_log_clean (12).txt output_log (12).txt

     

    Bug reported here: https://ylands.com/community/topic/25586-yld-18769-custom-window-scripting/

     

    I'm not 100% sure, but I think that happened to me in the custom window script when I clicked some "event" from the left menu list (red-ish Event button). 

    So, I think I had to completely close the editor to back to main menu, and it fixed. 

    Hope it helps


  6. 3 hours ago, Igor Q. said:

    If you make a custom window with buttons, any chat that appears in-game will disable clickable buttons underneath it.

    Suggestion: Have chat always be underneath custom windows.

    image.thumb.png.b5f33852ecc81f88ec13b7c684bb074c.png

    Thanks for the info ?

    I was going to try (when I get back to computer) if the chat, if you write something, if any letter would trigger a custom key action


  7. @Igor Q.i tested something. Probably you've already too.

    Well, i'm not using child nodes. Which doesn't make sense, because custom UI should work with parents and childs (like Unity3D does), affecting the proper functioning of the window. But I think i got a go around of the problem.

    So, move the text outside of the button parent. In my case you see that the Image is the "parent" and has 2 childs: button and text.
    The text is NOT child of the button. As i said before they need to fix this.


    20190917082330_1.thumb.jpg.72a314d16577e234b7aa89fc50034305.jpg

    Then the script for custom window logic

    image.png.015d0d18724afbfd65e05234bbc003ef.png

    Yes, I know this is not practical, but it works.

    They need to fix this for us :D

     


  8. 7 hours ago, Fompster said:

    The reference point is the culprit but either way it is still a bug and should not be doing that

    Really weird, I have something like that (3 different resources) all welded and they act like your yellow one. I know it doesn't help at all, just wanted to say:

    Good luck on that ?

    • Like 1

  9. 1 hour ago, Igor Q. said:

    @bojo2736@jchob@Spyler.X@RedEagle_P1.@Adam Snellgrove
    Hey guys, I have some good news. I found this:
    image.thumb.png.0ab9a787fb071a892ba082fa5dcdade3.png
    "World Saving"

    This means that using the restart function (as mentioned above) will still keep the world with it's old buildings and such and still enable anyone with a tool such as a lever, to restart the server.

     

    JUST BE CAREFUL TO HAVE A BACKUP MAP.

    Oh thanks @Igor Q.

    That's new, right? Haven't dig much after 0.14.

    Did you do any testings? Power barrier? What about inventory? Items inside chests? 

    I will try some stuff whenever I can


  10. 8 hours ago, Igor Q. said:

    Not sure honestly. If the script function "restart game" restarts the server but keeps the save file that would work....but I haven't tried that yet.

    https://community.bistudio.com/wiki/Ylands_Tile_-_Restart_game

    @bojo2736

    I'm not at computer, but I think that would either restart the protection barrier. Thus, player will loose access to its own barrier. 

    Also, I pretty sure logics like entity storage will lose the information. Example: if I add a lever to a Entity storage, if o use the Restart tile script, that Storage will loose the information.

    I'm not 100% sure of this, tho. 


  11. On 9/6/2019 at 3:27 PM, ike_d said:

    I was hoping to start a new map on a server, but "export to local" is missing from the editor menu. There are only three options now, export for workshop, optimize, and show workshop files. The current map on the server was created in April and works fine in 0.14. Is there a new way of exporting a map? Or maybe I'm just overlooking something simple. 

    Thank you! 

    I read somewhere you can type in chat window /exportgame

    Haven't tried it yet, tho. 


  12. 6 hours ago, Houp said:

    /exportlocal

    We still need to figure out how to keep that option for you, expert users. However,  many users were confused by having 2 different "export options" and 2 different "show directory" so we removed it from the menu. It is still available for you.

    Thank you all for making the export and script back again. 

    I apologize if I (and others) got to hard on you, but I was really disappointed.

    Thanks @Adam Snellgrove for being there and thanks for talking with the team. Tell them we are very thankful ??

     

    • Thanks 1

  13. 5 hours ago, Igor Q. said:

    Even though I don't play explorer as much as other people, I think we need REAL blueprint support.

    Right now blueprints only work locally. I don't see any reason why we can't have blueprints saved from the editor and saved into our profile. It would make it easier to build our "ideal home" easier and faster on a new explore map.

     

    Additionally, we had some mention in an old Dev diary of mini bosses in the explorer mode...are we still gonna get that? Right now there isn't much to do in the game once you collect the main resources...it feels a bit barren. Having something harder and bigger to work for would be nice in the game, like a giant pyramid that can be explored. Or having actual human NPC's we can talk to, engage with, fight with, etc. More AI is needed to make the game feel less lonely.

     

    IgorQ, in standard explore maps you can take a blueprints. As far corcerning editor, you can make a composition, create a temporary explore map, pull it into editor, and place the composition. Then play that explore map, and take a blueprint from that blueprint. 

    I'm pretty sure you know this, so, I don't really understand what you are mean about blueprints. Although, in editor explore maps you can't take blueprints, sadly. 


  14. @Houpare you saying we can no longer create a standard explore map (created from main menu Explore) and get that map into editor and make basic scripting like a lever

    ON switch ON

    Set game hour 22 

    @bojo2736, @MyPa553ng3rand me have been doing this for at least the 7 months I've been around.

    You say it was there by mistake for 7 months and the BI team didn't notice it? 

    All I can say is that really disappointed me for good. 

    Like @RedEagle_P1. say: editor explore maps lack the random generated buildings, etc.

    If it was a mistake, I make MyPa553ng3r my words: you should consider keeping that mistake then.

    • Like 1

  15. On 8/31/2019 at 9:38 PM, Shadow72 said:

    In the video you forgot one important step. Creating new bugs while fixing the current bug that you will find later! 99 little bugs in the code. 99 little bugs. Take one down, patch it around. 127 little bugs in the code...

    That sounded... uhhh kinda aggressive. If they were little bugs, they were solved by now?

    fixing a programming bug is not black&white when you have to run through thousands of lines of code. 

    I have faith in them ? 

    • Thanks 1
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