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Everything posted by Houp
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RESOLVED [YLD-21141] Unknown Internal Error
Houp replied to Fompster's topic in Editor Bugs & Technical Issues
In next update (1.1.) you should get proper error message. You are trying to access properties of destroyed entity. For example in game logic object ID = 94 in IF condition Crystal is not valid anymore. Add "Is entity" tile in front of Get hit points. This should help. -
Not sure at the moment. Surely there is problem on our side: you should never see "internal error" in your script log. This means that we did not handle some exception correctly for you. It would help to solve the issue to have log_userscript.txt and output_log_clean.txt from the same game session (internal error #number -> same "random" number is paired in both logs)
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Unfortunately you have probably restarted game between. From output_log_clean.txt I can see that there 2 problems in your scripts (and on our side too). 1. problem is in showing user old user UI when he enters a trigger zone in which he is created. (so probably it is not important the time from the start but connecting new players) 2. problem is in For each script in "On player disconnected" event (may be in Player role or Player team scripts) Script of the game would help to solve the issue. (It is enough to playtest it from editor) and log_userscript.txt after it happens again.
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Hi @Fompster, do you have also log_userscript.txt and userscript.js files? (from the time trigger zones stopped working)
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0.15.1: Ylands Yncoming (Ylands 1.0 Release Candidate) (28/11/2019)
Houp replied to Aleš Ulm's topic in Changelogs
Just to be clear. There should NOT be iron ore vein on the starting yland. However, it should be on other ylands. -
Explore style maps needs Exploration DLC to be able to create them so it will be back for you at the release. You can switch back to 0.14.1 whenever you like. Just games saved in beta will not work on older version.
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Soon
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UNDER REVIEW [YLD-19780] Make Car Trunk/Boot trigger Container event listener
Houp replied to Indomitus's topic in Editor Suggestions
Thank you for your explanation. Now I see where the problem is. -
RESOLVED [YLD-19516 ] Cant export map
Houp replied to Fompster's topic in Editor Bugs & Technical Issues
Hi, there is broken entity. Try to write to search bar "magic" command "--s ID 6032" and click on magnifying glass with LMB while holding ctrl -> it should select invisible entity. Delete it and then try to export your game. -
RESOLVED [YLD-19181] Funky Comps
Houp replied to Fompster's topic in Editor Bugs & Technical Issues
Hi, is it problem when placing composition or is it broken even in preview? If it is the first case then please try to check "Align" to "water level" and try to place it again. (when it is switched to ground level then all entities which were in original composition on the ground are aligned with terrain) -
Hi, I would consider this as bug. Temporal solution should be to toggle "block camera" to ON on impassable barriers. Just keep in mind that Impassable barriers are resource demanding when visible. They were never meant to be used to create "own objects"
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UNDER REVIEW [YLD-19780] Make Car Trunk/Boot trigger Container event listener
Houp replied to Indomitus's topic in Editor Suggestions
Hi, I just tried that and it seems to be working. Do you have problem with any special entity? Can you make a small game where you can present the problem? -
I think that I can say 3 times yes. Camera can follow any entity or reference point (not all game logic objects because they are not synchronized with clients) So for example you can set it to be on a reference point which is moving on bezier path and is aiming to the center of your game area. Just bear in mind that this featere does not affect loaded area. Thats still binds to players position.
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Hi, 1) we also think about that feature 2) it should work as you are mentioning. It returns None(null). What error you are getting and what snippet of code are you using? 3) When you disable inventory for a player you are unable to use i. (same as in our game Playlands)
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Hi, it can mean one of the 2 things: 1) It is purely error on our side 2) you have problem in your script but we were unable to say you proper error message So in both cases it is something what you should not see. Providing logs and better your .yland file with steps what we should do to see that error would help a lot.
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/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.
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Thank you for your answer. I think that part of it can be done by you (for example you can teleport all disconnected players to certain safe area and then teleport them bach on their reconnection) Why default behavior keeps players at their position? Thats question for someone else. For a designer. I am programmer and responsible "only" for ingame editor.
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You need to decide before uploading game to the workshop for the first time. After that you need to make a new game (using Save as will work to) then be sure that you have marked/unmarked PC only option in the state as you wish it to be and after then you can upload it to workshop. You can change origin of the area (you can change also the size but only make it smaller than 3x3x3) at any time. Tools for it are not much user friendly at the moment. You can change it by writing it in game settings or you can pick any zone (trigger, interior etc.) and it will take attributes from it. Just question. We do support what you want in editor with option to make explore like maps were you can add as many scripts as you wish. Why this is not an option for you?
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Hi, now I see what you are talking about. Yes it was there by mistake (ability to change entity script in game save, I tried it in 0.13). We did not know that it was possible. (And you are right that it was there for a long time) As mentioned above we will discuss it what to do now. (If start fully support of something what was not intended to be there at all)
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It is this way because it is always better to start making a game which will work on all supported platforms than to make a game and then hear "sorry, it will run only on PC". Putting scripts and game logic objects to game save was never supported. If you were able to do it then it was possible only by mistake. Many things would not work correctly. (maybe it would not be seen on the first sight) We do not plan adding this feature to the game. (to be able to modify/add scripts/game logic objects to existing play saves)
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World is divided into big blocks (each approximately 100 metres wide in all axes) Until now it was not needed for you to know about this. You encountered it only when loading/unloading part of lands in game. Always whole these blocks are loaded/unloaded. You do not need to think about blocks even now. You see bounds of "universal" area by green box Not sure what do you mean. It was never possible to place game logic object in game saves. It should be possible to place them to "explore like maps" created in editor. I tried that and I do not see any problem there.
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Hi, by default you create a game which will be playable on both PC and mobile. (Restriction to max 3x3x3 game blocks) If you want to create for PC only you can check that option in game settings. It will "unlock" all terrain as you were used to but bare in mind that it will not work on mobile phones.
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Hi, as far as I know, all parts of one "riddle" are always just on one yland (or near it in the see/in caves) This one is one of the oldest (in fact I am the author ) -> look for another small pile of shells. (yes, this one is the hard one - maybe you have already collected shells indicating where to dig)
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DEV ANSWER Could i set the Tigger Zone's position
Houp replied to F.hao's question in Bugs & Technical Issues
Hi, mark that zone as Animated and you will be able to move it. -
boolean comparison block always outputting false
Houp replied to Oliver Hope's topic in Editor Bugs & Technical Issues
Should work in today's hot fix