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Houp

YLANDS TEAM
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Posts posted by Houp


  1. Unfortunately provided script depended on a bug which was luckily fixed in 1.4. However, the fix is causing that provided solution of storing player's inventory and equipment has flaw.

    What happend:

    Until 1.3 Event listener did not trigger player events (in this case "On item added to inventory") during "On connected" event which was not consistent and was causing numerous issues. Now event listener listen to all player events immediately.

    My script in 1.3:

    In "On connected" it restored (spawned) items to player's equipment and inventory. After that "On item added to inventory" started to work.

    My script in 1.4:

    "On item added to inventory" works from the beginning. Spawning the first item to player's inventory (to be able to equip it) will trigger "On item added to inventory" which will cause that "Inventory" variable is set to current inventory state (which was not yet restored). When it tries to restore inventory state, it does not work with the old state of inventory, but it tries to restore already rewritten inventory state.

    How to fix it:

    Probably restoring Inventory first and Equipment after it should work.

    However you may consider to ignore "On item added to inventory" during "On player connected" or you can first get stored state as a string for both inventory and equipment and just after that start to restore (actual item spawn) their state.

     

    @RedEagle_P1.> check above if you have used my example from the first post of this thread.

     


  2. I see. It is not in fire arms scripts. This was not intended.

    12 hours ago, bojo2736 said:

    @Houp I was trying to use the rifles this morning.

    Could you build an admin command in the console commands to set time and weather?

    This is not planed at the moment but never say never. (in custom games you can do it easily with custom commands)


  3. Hi, I would like to add just a few notes:

    • Weather is not "local": you can not see visually part of the Yland in the rain and part of the Yland without clouds.
    • Each "Yland" have its own weather. (only Explore/archipelago maps have more than one "yland") When player gets near to the specific yland then it is changed visually for him (he will see same "weather" behind him)
    • There is "neutral weather zone" between Ylands -> so sailing one meter forward and backward will not change weather between 2 extreme weathers
    • "Set weather at" will change weather for Yland which center is closest to the specific point
    • Thanks 1

  4. I have created a small example: Scenarios.zip. 

    You will not probably see that both worlds are in the same game set.

    I uploaded it to the server so you can test it there first. Only one of the words is set to be visible.

    2worlds.PNG

    Second one is marked as hidden. Players are unable to start game on this map. They can get there from the trigger zones in "World 1 Test"

    Use of reserve session:

    simpletriggerzone.PNG

    Guid can be copied from Game set window:

    gameseet.PNG


  5. Hi, just few notes:

    A) red notifications persist (between editor and main menu and game) until they are confirmed with OK button.

    B) it should not be possible to have empty group in the game. If you want to delete group just select it and delete it. Editing group and deleting all objects in it will not work - in that case you should press Undo/place any new object to edited group and after that cancel group editing with escape.

    However, 1) there is a bug that you can save the game in this state which will leave an empty group in your game and 2) this behavior does not seem to be much user friendly. In one of the future updates pressing escape when editing an empty group will perform the same action as if you would delete the group.

    C) We still need to check that notification really behaves as described in point A)


  6. exploreH.jpg

    Hi,

    I tried to create "explore" test maps runnable on mobiles. It is set of maps with name Explore H. You can go to any of them. Your equipment and inventory is shared between these maps. There are different "veins" (large stones dropping different ores) on different maps. I suggest to start on https://workshop.ylands.com/asset/2598 or https://workshop.ylands.com/asset/2601 yland.

    Surely it is not great.(or good :) ) I just wanted to test several aspect of an editor.

    (It uses only tools and scripts usable by everyone.)

    Attaching .yland files so anyone can look how it works.

    Edit:

    Scenarios.zip (!!! this does not work since 1.4. It depends on a bug which cause that event listeners did not listen to character events in "On connect" event)

    • Like 4
    • Upvote 1

  7. Hi,

    I see one problem there. "Target offset" in "Aim to instruction is position offset from a target. It is not rotation offset from the result rotation.

    Aim to rotates object towards target (or towards position offset from the target entity). It does not work in the way as "Aim as/copy rotation" would work.

    Try this setup:

    followandaim.PNG

    (or you would have to to make group from the arrow with desired rotation and offset from the group pivot)

    • Thanks 2

  8. 1) should be fixed and ready for 1.1

    2) It was intentional change. Reasoning for it was that you were unable to use Right click context menu + many players canceled the mode when they only tried to rotate around the scene. You can use Escape key to cancel Group editing mode now.

    • Thanks 2
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