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Houp

YLANDS TEAM
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Posts posted by Houp


  1. 2 hours ago, Shadow72 said:

    If you delete the default value of a local variable block or a return block you cannot delete the block until you close the script and reopen it.

    YLD-13193 -> thank you very much for this report. It could have other negative impact on your scripts

     

    2 hours ago, Shadow72 said:

    When placing down either a local variable block or a return block sometimes their default value will disappear. If you try to place a new value into the default value it will freak out. This happens rarely but seems to get worse as the script gets bigger.

    Hopefully this one was connected to it. If this issue occurs to you again(after next update is released) then please write it there.

    2 hours ago, Shadow72 said:

    Add move gamelogic block(So we can move trigger zones)

    Trigger zone are not meant to be dynamic (at least at the moment). One time change of their position would be ok but I know you guys. You would try to move them continuously. It is planned but it is not as easy as it may seems to you.

    2 hours ago, Shadow72 said:

    Add remove from array block

    Add clear array block

    Splice tile should work for you at the moment but "Clear" could make it much easier.

    Other ideas: nice ideas. Something you will see in the next update. More will come in the future.

     


  2. Time triggers (and Delay instruction) were never meant to be used to do animations but I get that there in not other way to do them so you use this. Limit will stay there but there will be proper way to make smoothly moving objects.


  3. On 11/4/2018 at 2:17 AM, spyler.1989 said:

    the time trigger does not start until the interval time between repetitions has elapsed.
    Before we had a different option between initial time and time between repetitions. If for example I create a rhythm that lasts 8 seconds, when I activate it I have to wait 8 seconds for it to start.
    It would be better if it started from the first moment.

    Not planned at the moment.

    You can always have custom instruction "Do something" which is called from On trigger in Time trigger. When you want to enable that Time trigger just call "Do something" first.

    On 11/4/2018 at 2:17 AM, spyler.1989 said:

    I would like you to return the option to listen to the sounds in the editor, it was crazy to choose the sounds for the battery. I would also like to have the option to choose the volume of the sound effect

    Yes, you are right. Some previews (not just for sounds but for particles also) are needed and will be added in the future.

    On 11/4/2018 at 2:17 AM, spyler.1989 said:

    For this my only suggestion is to be able to choose if we want to obtain the elapsed time of the activator in hours, minutes or seconds and we would avoid all this to obtain the appropriate values.

    Some convenient functions converting number of seconds to hours/minutes/seconds will be added.

    On 11/4/2018 at 2:17 AM, spyler.1989 said:

    My problem here has been to get the rotation of the clock, which has no unique value, it is very difficult to calculate the rotation, it is clear that I still have to adjust some values to work correctly but it implies too much logic when it could be something very simple if the axis works with values of 360º or with 180 and -180 instead of modifying the values of the other two axes, and repeating values on the axis that is being worked on.

    I probably need more info/example for this. Clocks seems to be axis align so changing just one axis should work.


  4. Hi, yes you have to script it yourself and yes why not use any other game item?

    You will probably found a new 2 event listener events useful. (On item added to inventory or equip, On item removed from inventory and equip) -> On pick works only when someone pick it from a ground but these events should trigger whenever somethings new occurs in player's inventory and visa versa.


  5. 1) no game area in the game -> chunks are generated(and unloaded when nobody is near to them) dynamically around players.

    2) at least one enabled game area in the game - only chunks intersecting enabled game areas will be genereted and they will not be unloaded. (No FPS spikes after everything is generated)

    So what is used for them? We use them for Sky arena and race tracks where you do not want chunks to be loaded/and unloaded at different ends of the track. They are not usefull for whole ylands because of memory consumption.

    -> We will add invisible borders in the future so you will be able to block players to go in certain areas.


  6. Hi, thanks for suggestions. Making possible to add more entities to a label at once is surely planned.

    Labels are meant to be a set (each entity is or is not in there) so there will be no need to red highlight. It should not be possible to add entity twice in the list.

    The last one seems to be a bug. We will look into it.

    • Thanks 1

  7. Hi, resizing tool would be indeed cool but it is not planned at the moment. It has some technical issues.

    I get your second point. We will look at the possible ways how to allow it. Just one tip, you can hide some type of entities through view options (num keys as shortcut) which can help in some cases.


  8. Hi, I am not sure if this is connected with editor/scripting. I assume that you would like to have these options for native explore/creative maps too. Am I right?

    I think that everything can be achieve in some way with current state of visual scripting in custom games but it gave me the idea to add to the game some "Console listener" game logic where you would be able to listen to custom console commands. (Probably useful for debugging purposes)


  9. Hi, sorry for the late answer. I missed that.

    You should see in log actual name at your language. It will be fixed in the future.

    "Get Name" can not return actual name because same scenario can someone play in Spanish or Russian. Instruction which present string to a user (Console, Speech bubbles, dialogues, UI Panels etc.) should translate key ^EntityPrototype=105.Name$  to a proper name of the entity at chosen language on a client side and you are right that it should do it when writing to a player's log too.

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