Jump to content

Houp

YLANDS TEAM
  • Content Count

    381
  • Joined

  • Last visited

Posts posted by Houp


  1. Hi, special respawning rules applies only for builtin Explore mode. Explore map from editor is just several ylands with different biomes. No other special rules applies.

    In your case I would have Spawn point on each of ylands. These Spawn points I would have inside Game logic label. In "on death" event I would find out which of the spawn points is nearest to the player and I would set his respawn point to that point.


  2. 1 hour ago, Christalle said:

    For the moment, I have animated only the main members (9), they are welded parts, grouped, wich each have their own label of animation. 

    That seems reasonable.


  3. Hi, Christalle.

    Just 2 question regarding your lag.

    1) How many entities do you have marked as "Animated"? Only the one you need to attach their own animator needs to be marked as "Animated".

    2) Is robot made only from several entity welds or is it made of many individual objects?


  4. Hi,

    will try it next week. Is it happening each time in the same way? That the 3rd time goes wrong? (Attaching your logs can help to solve the issue)

    This should work but not indefinetely. Adding and removing 0.1 from y will have rounding issues. I would suggest to store original position and orientation in On create event and I would use these stored value to return object to an original position.

     

    • Thanks 1

  5. 14 hours ago, Fompster_P1 said:

    Any way to just group two or more groups together like before the update?

    Hi, now you have to break one of them and then click "Add to group"

    Merging is not supported anymore. One of the reasons is that you might reference groups in script. It would not be clear what should happen if you merge groups? Which one will merge to the which?


  6. Hi, using time triggers with a small time delay is not the only problem. Probably bigger issue is discribed in http://zerosalife.github.io/blog/2014/08/02/static-and-dynamic-colliders-in-unity/ . Anything what is not animal, player or vehicle is considered as static object. It means that Unity (development environment we use) can precount many things so collision detection is quick (deciding what you hit, walking on the terrain/floor, checking what impact will have explosion). It has a catch. When you move "static" object then it has to precount everything from the scratch and that is the problem.

    In 0.13 you will be able to mark anything as "animated"(dynamic). Even if you do not want to use our animators/new scripting tiles for your moving objects you can benefit from marking them as "animated".


  7. 2 minutes ago, bb cakes_P1 said:

    Is there going to be a dedicated server fix?  I'm still waiting to be able to use 0.12 features on my servers.  

    Hi,

    unfortunately no. The reason for it is that we do not know what might be problem. It works fine for us. Have you tried quite detailed instructions provided in another topic?

     

    Please try the instructions provided in that thread and write there in what part of the instruction you get different result to the one shown there.


  8. Hi, it returns "invalid value". Maybe in the future it will be zeroed (0, 0, 0).

    However to be specific: when you pick item, it's original position remains in it's data. The problem you encounter is that when you pick stack of item type which you already have in your inventory then picked item is destroyed and it just adjust stack size of the same item in player's inventory which has still position of its original "pick place".

    In 0.13 we will introduce second event "pick start" which will return stackable item before it is destroyed and "pick end" which will return "merged stack" in your inventory (as On pick does now). For nonstackable items both of the events will provide exactly same item. For stackable it will be same item only in the cases when player did not have same type of the item in his inventory.

×