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Rudy.cz

YLANDS TEAM
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Posts posted by Rudy.cz


  1. 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


  2. 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".


  3. 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.


  4. 3 hours ago, Indomitus said:

    Would be nice to be able to set it manually if we wish.  Understandable if that's not a high priority right now

    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)

    3 hours ago, Indomitus said:

    Also:  Needs an additional rule that if a new bubble is triggered for a speaker, the previous bubble should close.  They overlap and are unreadable if triggered too quickly.

    We will fix this.


  5. 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.


  6. 16 hours ago, Oliver Hope_P1 said:

    was looking at what is planned for 0.12 specifically at the abilty to lock equipment slots and i have a question: will this stop us being able to equip players through script if that slot is locked? if so that is going to be quite frustrating to unlock each time you want to equip stuff 

    It was blocking also the script instruction, but we will change it according to your feedback :)


  7. 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.

    • Thanks 1

  8. 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 :(

    • Thanks 2

  9. 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.


  10. On 12/1/2018 at 9:03 AM, Oliver Hope_P1 said:

    Will it be possibly to make the targets entities in an array at some point?

    Also it would be really nice to have the damage the entity took as a parameter

    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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