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Everything posted by Houp
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RESOLVED [YLD-12128] Entity Templates not spawning correctly
Houp replied to Indomitus's question in Bugs & Technical Issues
Hi, thank you for your bug report with an attached game. You found the real issue on your own. Box trigger zone seams to not work correctly with some items so the game thinks that spawned Iron maced is spawned into tz_OBJECT_KILL(even though it is spawned far away from it) so it is destroyed in the middle of its spawn. Unfortunatelly error message is not useful this time. Rotating tz_OBJECT_KILL trigger zone by 45° in y axis could help until bug is properly fixed. (after fix changed it back to be axis aligned (no rotation), just performance issue) -
I think the Visual Scripting could use...
Houp replied to Indomitus's question in Suggestions & Feedback
There are many good ideas! Do not worry that we do not comment each of them. All of them are considered, some of them already planned so keep posting your ideas. Just one question to "be able to work with local coordinates". I think you are already capable of that. Set position of ENTITY X (Transform position (ENTITY X) (1, 0, 0)) -
Script Editor Bugs - Please fix!
Houp replied to greyfoxzb@gmail.com's question in Suggestions & Feedback
Hi, I do not see any bugs in the list. Just list of feature you want to be there. Copy/Paste, Duplicate -> unfortunately there is no hint for it but you can hold CTRL when starting drag of a tile -> it will make copy of it. (other things from that list are not implemented yet Events - probably I need more explanation for that. Events with arguments seems to be working exactly as they supposed to. Events are triggered from the game. All arguments are provided to you. Use custom instructions if you need to have your own events with your argument list. Now you need for that purpose to use Entity templates. However there will be Spawn entity instructions which will return spawned entity in the future Destroyed/killed entities are completely removed from the world to save memory because they are no longer needed. Probably Entity template can help you to "Respawn" (spawn again) same entity? Same as the previous answer. Ammo/enemy respawn can be done with current set of features. It is up to you if you respawn thing when it is pick up, after a while, when it is destroyed etc. -
RESOLVED [YLD-11370] Object loses custom name if player drops it
Houp replied to Indomitus's question in Bugs & Technical Issues
In current version of the game (0.10) Check it if you want to use stackable item in any scripts. -
I think the Visual Scripting could use...
Houp replied to Indomitus's question in Suggestions & Feedback
Hi, I can give few short answers to your questions "group of objects" -> for that reason there is "Entity label" game logic objects but it is not designed to move a lot of object together. -> this is surely planned to be implemented "wait" -> unfortunately this is not planned at the moment (technical reasons for it) -> similar function have "delay" block but it will not stop execution of the code. It just execute code inside it when you say. (at specific time or with a delay -
RESOLVED [YLD-11370] Object loses custom name if player drops it
Houp replied to Indomitus's question in Bugs & Technical Issues
In fact it is a good idea. No promise but there is chance that it will make it to next (0.10) update. -
Another trick which should work in "youtube video scenario" would be: 1) breaking a group 2) while holding ctrl deselecting and again selecting on one of the building blocks 3) creating group again After that last selected block should be pivot for the group. So moving with a group inside a grid would do it according to the block which should be in the grid.
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RESOLVED [YLD-11370] Object loses custom name if player drops it
Houp replied to Indomitus's question in Bugs & Technical Issues
Hi. the easiest solution for you would be to use item which is not stackable. (cat idols for example) When placing from a stack a new item is created. Yes, they indeed could have original name and yes, placing whole stack (now of 1 item) could not create a new item. However in general it is not a good idea to use a stackable item to check against its ID. -
Hi can you send us your game file (.yland)? First tip is that you have all other blocks out of grid.
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DEV ANSWER [YLD-10459] Editor destroying explore worlds
Houp replied to TheSparkPlug's question in Bugs & Technical Issues
There is no such list. All save files from that folder are loaded. Each save file has stored unique ID inside. When game tries to load second game with the same ID (which happens if you just copy game in file manager) it will just ignore it. (I am now not sure if "first" wins or "the last one") So just try to find your most recent file by keeping just one copy of the same save file in the save file folder. Not the recent one? Just try another one. -
DEV ANSWER [YLD-10459] Editor destroying explore worlds
Houp replied to TheSparkPlug's question in Bugs & Technical Issues
1. Create GAME-A in the usual way 2. In windows file manager create a copy of it and rename it to, say, GAME-B 2B. Do not keep GAME-A in same folder as GAME-B -> move it to the your folder outside the game 3. Play GAME-B (move, build, chop trees, whatever) so it now differs from GAME-A 4. Delete GAME-A 5. Rename GAME-B back to GAME-A This should work. If you do not want to keep GAME-B then just delete it and move GAME-A to save file folder. -
DEV ANSWER [YLD-10459] Editor destroying explore worlds
Houp replied to TheSparkPlug's question in Bugs & Technical Issues
You have basically 2 options now. 1) You can use file manager to copy save file to different folder (do not keep it in same folder as other saves). File name is not important for the game (not even extension. Changing it will not have any effect) 2) Use "Save as" button in ingame editor to make copy of your save. (no decorations in that copy) Now you will see in menu both original save and the copied one. -
I probably do not get what you ask for. Lockable doors and chests have each its own cylinder id. You can match your keys with doors/chests as you like.
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DEV ANSWER asset LOD increased 4x size
Houp replied to steam-76561198138920949's question in Bugs & Technical Issues
Hi, you have probably an item attached to a ship which is outside of the ship. Try to locate the item and delete it. (you can hide water with NUM 1) -
DEV ANSWER [YLD-9229] error when editing workshop model(Asset guid should be the same.)
Houp replied to Spyler.X's question in Bugs & Technical Issues
We know now where exactly problem is. Problematic is pressing "pack for workshop" and then alt-tabbing from the editor and back to the editor. Until it is fixed I suggest to go to main menu after pressing "pack for workshop". Sorry for the problems. -
DEV ANSWER [YLD-9229] error when editing workshop model(Asset guid should be the same.)
Houp replied to Spyler.X's question in Bugs & Technical Issues
Now I understand. Composition really should not disappear from your account after uploading them to a workshop. "*.ycomp" file should stay in C:\Program Files (x86)\Steam\userdata\xyz\abc\remote\Compositions folder. I will talked with our testers how to reproduce the issue. (I probably do something different because I am unable to reproduce this bug) However, you are right. In the future it should be possible to resave workshop compositions/scenarios with any other. You will not need to have files with matching Ids any more. -
DEV ANSWER [YLD-9229] error when editing workshop model(Asset guid should be the same.)
Houp replied to Spyler.X's question in Bugs & Technical Issues
Hi, are you sure that you always resave your already existing composition? -
We are working on a new way of editing actions. (current one is really limited and with a lot of actions it is not manageable) So it does not make much sense to make a tutorial now. With the new system there will be something (maybe official "how to" compositions) to teach you how to do something nice in our editor.
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You can now target all items in player's/NPC's inventory. (or all items in chest)
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Hi, "Perform action with an entity" and "despawn" is what you are looking for. Difference between despawn and disintigrate is that disintegrate will play sound + particle and it does not work on indestructable objects.
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Hi, sorry to hear that. We found that unfortunately alchemy table uses only one item stack drag and dropped inside the slot. So with max stack of Quinoa you are unable to craft it. Using grain (max stack is 50) should work. Thank you for your screenshot, it really helped to find out where the problem was!
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Hi, placing game logic objects into save games was never supported. Unfortunately it was possible to place them semi-broken with compositions. You should not be able to create or manipulate with game logic in existing game. Now we do not plan to add this feature any soon.
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The Editor: Coordinate system when spawning entities
Houp replied to Whane The Whip's topic in General Discussion
Hi, are these steps what you are looking for? 1) RMB click on entity/game logic + store position/store rotation 2) Then copy icons should be active.- 2 replies
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- coordinate
- trigger
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(and 2 more)
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RESOLVED [YLD-8596] Incomplete Compositions
Houp replied to KingWingit's question in Bugs & Technical Issues
Just workstations.(containers are fine) One of "campfire remains" contains something. (maybe not just one) Edit: so I suggest to delete just all the remains. -
RESOLVED [YLD-8596] Incomplete Compositions
Houp replied to KingWingit's question in Bugs & Technical Issues
Hi, thanks for sending composition! Problem is with one of your workstations It has something in it. The issue should be fixed in next 0.7 update.