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Everything posted by Rudy.cz
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[YLD-27407] change speed/time for animators
Rudy.cz replied to Mello1223's topic in Editor Suggestions
Change speed/time - we will try to look at that Animated - you can use entity templates for this Assign animator - you can use "Set Animator" instruction Here is small example -
Allow arrays with empty indexes in Game Storage
Rudy.cz replied to Shadow72's question in Suggestions & Feedback
You can create "empty" array by using Set Length instruction. This will add new "Undefined" cells to the array. If you want to fill the array with your own "default" values (i.e NONE) you can use the Fill instruction. -
We will look in to this. At this moment it is possible to create a custom drop via Event Listener - On Kill.
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Ylands Terrain Editor Underwater Issue
Rudy.cz replied to OneDeage's topic in Editor Bugs & Technical Issues
Fix is under way and almost ready, but unfortunately it didn't make it in to 1.4. We will try to squeeze it to 1.4.5 or in worst case in 1.5. -
Ability to stop player from moving or interacting at all "freeze player"
Rudy.cz replied to RedEagle_P1.'s topic in Editor Suggestions
This is already possible. We have added "Default actions" tab to Custom Controls, disable "Player - Directional movement". You can do it also from script using "Set default key action" instruction. -
Seems feasible. Maybe we will be able to squeeze it in 1.4
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Everything what was possible with old terrain tools is still doable, but there now more control over how it is done, so It can take some time to familiarize with new options. As for flatten, try checking the "snap angles" checkbox, which will allow you to use it as you were used to And we are not done improving yet, so expect more new tools
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Jde ho stále zapnout příkazem /dui napsaném do chatu
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Unfortunately Local game change is not yet supported. In order to make the Game-set to work, all the games in have to be published on Workshop and the transition only work when playing on-line (players will be then sent to existing instance or new instance will be spawned) Another feature of game-set is that all the games in one Game-set can share same persistent storage. We are currently working on WIKI update the with explanatory article about this.
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Unfortunately Path has to be pre-defined in editor. Re-defining the path on the fly from script would be too resource demanding and it will impact the performance significantly
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UNDER REVIEW [YLD-20949] Cannot set item price
Rudy.cz replied to RedEagle_P1.'s topic in Editor Bugs & Technical Issues
Unique stackable items never had this option in first place. Only default non-stackable items had. We will have look if it would be possible to set individual price for stackable items made unique. -
UNDER REVIEW [YLD-20949] Cannot set item price
Rudy.cz replied to RedEagle_P1.'s topic in Editor Bugs & Technical Issues
Yes, because is already unique (not stackable) -
- We have logged these issues and we will see if we can squeeze them in to 0.15 - Widget ID filtering works when you are scripting inside corresponding UI Layout -> widgets of that layout are put first. However outside of that game logic we cannot ensure this, because of technical limitations ? - Actually widget IDs are just numbers so it should work - Text sizes are pre-defined and hard-coded in the game, because for each size there is a different font atlas (practically its different font, it just looks same). Having more fonts sizes would increase game memory load. Benefit of predefined sizes is that custom UIs will look more unified, it will scale properly on all resolutions and there will be ensured readability on any device. - Both already logged as bug
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Good suggestion. We will be also adding drag and drop to UI Editor in 0.15 so stay tuned
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Well that would make quite a list (Discogs shows over 500 items ? ), because I am not collecting anything particular just music that I stumble upon and like and is "mixable" in to DJ sets. I have listened to some of Solar Fields, and it very good ambient / chill out, I like it
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RESOLVED [YLD-16743] On Pick event - problem with target entity properties
Rudy.cz replied to Oliver Hope's question in Bugs & Technical Issues
Could you please start a new thread in "Editor technical issues" subforum, so that we can add it to issue tracker as separate entry. Thank you -
RESOLVED [YLD-16743] On Pick event - problem with target entity properties
Rudy.cz replied to Oliver Hope's question in Bugs & Technical Issues
The issue here is that "target object" in this case returns the picked object when already in inventory. We will adress this issue in 0.13 by separating this event in two: On Pick Start -> event when item is being picked but not yet moved to inventory -> target object = object on ground On Pick End -> event when item is picked and put in inventory -> target object = item added to inventory (new item or increased stack) Current "On Pick" event will be renamed to "On Pick End", so for people not concerned with this issue nothing will change -
All objects are spawned regardless of being loaded or not. Loading a chunk just "shows them" - there is no event connected to that.
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Most of the items can be welded, if they are set as "unpickable". There are few instances (plants, trees, signs, containers) which cannot be welded due technical limitations - they are ether animated or have some kind of interaction. In next update it will be possible to turn off collisions for welded items, you can then add impassable barrier to create custom collider.
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So we have fixed "Equip" behavior - it will work in same manner as equip button in inventory -> item is added to 0 slot and this slot is set as active. Later we will add instructions allowing to lock slots, so then you will be able to control what is player actually wielding.
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Unfortunately this version is very packed, but this matter concerns me as well - adding to hotbar became quite inconsistent at this moment and "Equip" instruction does not assure correct hotbar behaviour either. I will try to enforce some priority to it
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DEV ANSWER Serious urgent issue with custom maps
Rudy.cz replied to RedEagle_P1.'s topic in Editor Bugs & Technical Issues
Try to change SessionDatatype to ""YlandFile" " - "YlandFile" - Path to a savegame to host. Absolute or relative to the config file. - "GameFile" - Path to a game (scenario) file from which a fresh savegame will be created and hosted. Path can be absolute or relative to the config file. - "TemplateFile" - Path to a template file from which a fresh savegame will be created and hosted. Path can be absolute or relative to the config file. - "BuiltIn" - Identifier of a built-in game type from which a fresh savegame will be created and hosted. "Explore" or "Creative" I would request Dedicated Server documentation to be updated -
DEV ANSWER Serious urgent issue with custom maps
Rudy.cz replied to RedEagle_P1.'s topic in Editor Bugs & Technical Issues
Do you have corresponding .ysd file present at the server? When loading a savegame, then you need support data to correctly load the world. -
I am not sure how Nitrado servers work, but when setting up Dedicated server you put both files (.ygt, .ysd) to server instance root and modify "DsConfig.json" accordingly: "SessionDataType" : "TemplateFile", "SessionData" : "<filename>.ygt", Does this help? There is brief explanation of new file formats here: https://community.bistudio.com/wiki/Ylands_Game_export
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It can be fixed, see my post above