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Everything posted by Houp
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"Since we can't tell whether a Ylander is male or female" You can. Entity type Human man vs Human woman
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Hi, can you please send us your .ylands file with instruction how to achieve this instruction to be called? (preferably a lever in front of spawn point) However problem is probably in bad error message. We encountered that this message is shown in the case that you have a listener/trigger zone which will trigger on spawning of the object and will destroy "partly" created entity. Can it be your case?
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player.Motion.Velocity += Vector3.up * Mathf.Sqrt(2 * jumpHeight * kGravity); at the moment we have gravity constant equal to 15m/s^2
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Ok, memory was bad. Now it is 0.55 m from standing and 1.25 me when running. Indomitus got it almost right.
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I will look at it tomorrow. Just there are 2 different heights. When you run you can jump higher. (I think it is something like 1.2m from standing and 1.5m when running)
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We will take your comments at mind when designing the feature. Probably it will not be in a plain text. At least not all possible storable data (we will probably want to be able to store current inventory/equipment of a player with complete state of the items..)
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In 0.12 you will be able to set it up to 5 times higher(or limit it to lower values)... I know that I did not answer your question but maybe this info will make you happy.
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Hi, something to achieve this is planned (will not mention when but surely NOT in 0.12) We want to allow you to store some information at least per player/user for each game(aka scenario) which would be shareable between sessions of the same game. Idea behind it is that you should be able to connect to different server with same game running and to have some progress there. + we want to allow you (not just you, us too ) to store some information per player but not per scenario but per creator. (for example to be able to have your own internal currency(like Oliver Q coins) shared between several of your different games) Even design of that feature is in the beginning so do NOT expect it soon.
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I would like to add a small note that at the moment we try to have list of new features for Visual Scripting (https://community.bistudio.com/wiki/Category:Ylands_0.12)
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RESOLVED [YLD-13692] Giant movement arrows in editor
Houp replied to RedEagle_P1.'s question in Bugs & Technical Issues
Should be fixed in 0.12 -
Hi, there is problem in 0.11 on some computers with placing a composition (crashes). It was connected to rendering shadows. Try to lower your shadow settings. It may help. (it should be fixed in 0.12)
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will we be able to spawn dynamic trigger zones
Houp replied to Oliver Hope's topic in Editor Suggestions
It is surely planned. In 0.12? No promise. -
Set all objects indestructible/unpickable/uninteractable
Houp replied to Igor Q.'s question in Suggestions & Feedback
In 0.12 we will introduce something now called "entity welding". You will be able to select bunch of of entities and "weld" them into one entity. It has many consequences. One of them is that it will impact performance positively (it is better to have one compound object than hundreds of individual ones) It may help in your use case. -
Editor: allow digging in Character mode
Houp replied to Indomitus's question in Suggestions & Feedback
These are reason why the mode is there. To quickly test how it would feel to move inside what you have created. No special tools are planned for this mode. On the other hand tweaking editor/game terraforming tools is planned. -
RESOLVED [YLD-YLD-14554] going back into history bug
Houp replied to Oliver Hope's question in Bugs & Technical Issues
Hi, one of the reasons causing this bug is fixed and ready for update but we cannot be sure if there are not other causes for this problem. Fixed was issue when you tried to Undo deleting of global/entity storages with other entities/game logic object referencing variables/function from the storages in one delete step. We can check if this is issue for you if you send us your .yland file were you are not able to go to the start of undo/redo history. -
Hi, can you be more specific? What would be difference to having one global storage named "Custom events" and having there custom instructions like "OnSomethingHappened arg1 arg2" and then calling it from numerous spaces?
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[EDITOR SUGGESTION] Repaint large structure (group painting)[Solved]
Houp replied to V-Alfred's question in Suggestions & Feedback
You do not have to break a group. Editing group should work to. -
[EDITOR SUGGESTION] Repaint large structure (group painting)[Solved]
Houp replied to V-Alfred's question in Suggestions & Feedback
Hi, did you try to 1) select all objects you want to repaint 2) change color of all selected objects in object properties window -
Hi, thats not how it will work. You set event listener to listen to console commands: and then you can define what will happen if someone writes //mycoolcommand argument1 argument2
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Hi, do not worry we read this. Just we need to have first proper path finding in our world (3D fully modifiable world) and a little more clever animals in their default state. Next step would be to give creaters more option how to modify AI of NPC/animals.
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Just WOW!
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More Editor Options I would like to have.
Houp replied to Igor Q.'s question in Suggestions & Feedback
Hi, there is that function and it works as Indomitus suggested. Edit: or as custom instruction: -
DEV ANSWER Can't spawn entity template
Houp replied to Igor Q.'s question in Bugs & Technical Issues
Hi, there could be more helpful error message but it is not possible what you are trying to do. You can spawn only items inside chests/player' inventory. So no chests in an inventory. -
It uses: https://docs.unity3d.com/ScriptReference/Random-value.html so same as float number.