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Everything posted by Rudy.cz
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Luckily there is workaround: A new public console command "/changegameid <ID>" with asset id (number of asset in workshop) can be used. (Example: Tutorial has asset id 585: https://workshop.ylands.com/asset/585 ) You can change asset id only in editor and only for scenarios. You can change asset id only of your local games (not the one downloaded from the workshop) You can change asset id to the target one only if you are the one who uploaded target asset id. (so noone can change asset id to be same as our games) You should get proper message if you use non existing asset id. https://community.bistudio.com/wiki/Ylands_Change_Game_ID
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Hotbar assign actually works in same manner as in game. If you pick-up something, it goes to first free hotbar slot automatically - same applies for items spawned trough script. Equip adds functionality that it will equip armor pieces to respective body slots or will assign item to "active hand slot" (Hot bar slot 0). Vice versa - get active item returns item currently held in "0 slot".
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This is beautiful. We hope that with addition of dynamic objects + instructions, things like this will be easier to create
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This means that exported game has to be exported from same source file - each Game project (scenario) has unique internal GAME ID which is used to identify that game. This one is there to prevent stealing Workshop projects. GAME ID changes each time you do "Save As" in editor.
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We will put this on our backlog. It will be ideal as optional parameter of this instruction, when optional parameters will be implemented (nothing confirmed yet) We will fix this.
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Unfortunately it is one of the victims of big renderer optimization update in 0.11 and it is a matter of technical limitation in Unity
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The show bubble duration is calculated automatically from the length of the displayed text, so you don't have to worry about it
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You mean that sources like lights, crystals or spotlights (etc.) do not cast shadows? Unfortunately these do not do that due to the technical limitations and performance reasons. Only light casting shadow is the sun.
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Yep, no slacking here at Bohemia :-D
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It was blocking also the script instruction, but we will change it according to your feedback
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Hello. Thank for suggestion. In scripting WIKI we have added to each script tile a version when it was updated, so it is now possible to list what has changed each update. There are already things which are being implemented along the 0.12 update at the moment, so it also some kind of sneak peek You can have look here: https://community.bistudio.com/wiki/Category:Updates
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Everything is of course up for debate, so maybe some kind of "lerp" function which will interpolate between two values over time, could be of use here. These thing will have to be implemented with multiplayer optimizations in mind (server performance, client prediction, lags etc...) which is of course not trivial task.
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It works, just "Activate on" has to be set to "End"
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Or you can setup a Listener to wait for Unlock action on specific chest and and lock it immediately again if the player will not have the item.
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We are currently improving Event Listener so there is a good chance to have "On Melee Attack" "On Ranged Attack" event in 0.12
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You can use listener to listen for damage on any entity. And then check if active item of triggerer was firearm.
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Unfortunately yes. Time triggers like this create excessive network traffic and are unacceptable for serious multiplayer games What we are planning is to make possible to set entities to "dynamic" whose could be then be "animated" by using special instructions (i.e move in Y axis 10 meters in 10 seconds). When this will be implemented, we will probably lock the time trigger minimum to something higher, ,so it wont be possible to use it for animations. This will has to be done due to the technical limitations
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I think what will interest you are these character instructions: Active item Inventory Equipment You can use them to check item in players hand, equipment or in inventory. Example how this could work:
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I think that the most effective way would be to use FOR EACH (wiki coming soon) loop TIP: to create list with lines, use [NL] string after each name (it will start new line)
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Everything is correct in this script and the trigger Restock TZ worked for me. Is there a way to reproduce this? Note: Also I have noticed that you have 2 Triggers with same script, it is more effective to create one Custom instruction with same functionality in Global storage and call it from each trigger.
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1) That wouldn't be possible unfortunately, Arrays weren't designed that way, you will have to use Entity Label 2) We are currently working on this!
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Labels have the advantage that you can use them as trigger object or target in Trigger Zones and Listeners.
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Put all players in a label (i.e On Spawn) and then setup listener like this.
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It is possible to track On Damage event on players using Event Listener. So you can revert the damage and store some kind of "hit count" variable in a Entity storage attached to each player.
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Ad 1) Well, the thing is that you don't need roles that much actually. You can always assign players certain Entity labels and then work according to which label each player has. You can create functions that will spawn equipment to players inventory and can have different equipment set (eg. array, or label with templates) for each role. So each time player fires some kind of role changing trigger, you can reassign him label and respawn equipment. Ad 2) The AI is now very limited at the moment, but in future when (hopefully) it will get improved, there would be probably some instructions that will allow some degree of control over AI. At this moment it is only possible to spawn a creature, but it will not respect role/team. Ad 3) Some degree of camera control and camera post-process effects are planned later in 2019. Ad 4) Not yet, thats a huge feature, but we are constantly expanding objects library and there are some improvements regarding grouping/parenting planned for 2019