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Everything posted by V-Alfred
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@Maqqea I know right.. the ingredients and flying + wind mechanic already ingame..
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@Quadnick you should post that triangle blocks suggestion in Suggestion Sub-Forum, I'm totally agree for that also please applied to the roof blocks..
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Actually I think your case is an epic future flying ship! I could imagine it in my mind, that would be really epic.. just like this picture from Granblue Fantasy probably the ship will falling down after extensive physic processing and you can operate the helm again, if that really caused by the birds.
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Yeah I understand what you mean, and yeah it can turn to rapid race.. Which little bit what am I afraid of.
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yes, I love autodidact/self-taught, it can lead to discoveries.. I actually won't tell anyone if they didn't mention it. #grimface I'm just kidding.. great idea for mast plank! Assassin Creed style man..
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Btw I was update my last post above. Yeah the best thing to do is set it directly after you place it. So you won't feel that much works
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Yes that's great. But there is a thing I need to tell you.. Sadly, You can't set unpickable for couple or more things at once.. So you need to double click on it one by one.. *update* if you see in my furnished Acquilla, there is custom mast walkways with planks. That planks I set it to unpickable, so players won't accidentally pick up those things.
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yes I am.. but I'm not sure for weapons/tools, but other materials can be hardened and unpickable in Editor.
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I'm not sure why you say that.. Did you try to double click the object you want to be hardened? there is Pickable option there.
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Glad that I can inspire someone. There are endless possibility, not including the mods that will come in the future. Even in limited state like now, we have lot of possibility, especially on land structure. Did you touch the game logic yet? "It's where the true power of Editor come from"
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well done sir! it looks just like tug boat irl, really awesome detail.. #musttooktimetoplacethoseonebyone
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[Suggestion] Editor Game Logic "The Entity Offset Coordinate"
V-Alfred posted a question in Suggestions & Feedback
TL;DR, I have suggestion about auto input variable "Offset" based on where you place the object according to selected primary object/entity. It could work like "entity picker" but instead of selecting object, you could move it and system automatically calculate the coordinate. I know it might be difficult to implement because you need to have system that calculate the coordinate distance between entity you want to select as a base(primary object/entity) and entity you want logic to do something. To make it little bit clear here is picture: Also what are these "Local coordinate" and "move parent" used for? For anyone who know it's function, please let me know.. Note: Primary Object/entity - is an entity that you set as a pointer to move or rotate other entity based on it. FYI I've been playing with Editor for a month and now I'm at game logic stage, still learning lots of stuff about it. I'm getting pretty annoyed when manipulate variables on entity offset coordinates because it's confusing which coordinate block should I set to get it to the position I wanted based on primary object/entity. I know you can copy/paste absolute coordinate. Absolute coordinate is working fine and I don't have trouble with it. As it's call "absolute" means that it will always on exact coordinate even when you change the map, e.g. if you have compositions that have moving/rotate logic that set to "Absolute" coordinate, that composition will always set to exact coordinate you set. If you change map and apply that same composition, then the logic will kinda act weird, because the logic will always act like what you set in "Absolute" coordinate. To handle this problem the devs already implement several options for example "Entity Offset", this setting is used for more flexible coordinate. It act like selected object will always move/rotate based on another object (primary object). "Entity Offset" is useful when you want to use that logic and objects in many places and maps for example, because as long as selected object and primary object is placed together it will works as much as you want. I know that currently game logics isn't common playground for many people, but it's the true power of Editor and it's where the magics come from.. I realized that I have been posting plenty of suggestions lately (3 pure suggestions so far, not that much right? ), I just want to share my ideas to make Ylands better in all aspect since it's still under development. My idea sometime sounds silly (like chickens) and sometime important for the game (I think.. like Zoning). So bear in mind, that's only what in my head..-
- Editor
- Entity Offset
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(and 2 more)
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Thanks @MischTO , I'm glad if it did.
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Traditional Japanese House CAUTION: Don't place this composition in your explore save game for now (until the hotfix come 'Cheerful Character'), it might corrupt your save file. If you want to take a look, place it in your 'new' scenario. This house is pretty heavy performance, since the script always standby on the background. Hello Ylanders! "Velocifer's Research and Development Department" have something new to show you guys the magic of visual scripting "a.k.a game logics" in standalone composition (not scenario), lets check it out! *Pretend as a broker* Hello there! So what you think about this classy house? You might think "Where is the doors?!", oh hey now... This is Traditional Japanese House, sliding doors is the beauty of it! Why don't you come take a look what it feels like inside.. For now it's pretty much empty, because we just done the renovation 5 hours ago , but you don't need our furniture right? You have your own taste for it, I'm sure your creativity will lead you the way! Here is the link to the workshop Traditional Japanese House. PS Please let me know if something isn't right. Thanks. Known issue: the doors might get stuck when you leave it too fast. some rotation object might don't work properly. It somehow depends when you rotate the entire house. " There is hidden room somewhere, it will give you power that you need, but first you need to solve the simple puzzle. Here is the hint, 'You should be leaded only with the light, and if only you're the true pathfinder. Somebody will always come to you if you do something wrong..' "
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Co-operation, is it becoming contagious? We hope so
V-Alfred replied to kimbuck's topic in General Discussion
wait a sec, I'm a bit confused. Is there someone establish a public camp on the hill? Not you? Really? Oh dudette.. I hope so, co-operation is a way to get endless real fun and friends. -
So I got this idea base on my experience (when playing MP and making custom map) and also heard people that got similar problem. We need something (bubble zone e.g. like "Trigger Zone") that won't allow players to build anything inside that zone, and I wish with that zone we can also disable any damage to anything and anyone. So we can make like "non-combat zone" to protect anything who or which is inside that zone. With this zone, we can minimize griefer actions (e.g. spawn camping, spawn blocking, placing protective barrier that shouldn't be placed there) and also to protect specific random structure from exploitation at the start of the server/game. Basically this zone can be placed with Editor that works pretty similar like Trigger zone, but has several options (permission to build, non-combat, etc.). If you agree, please vote this thread so the devs will take a note and start thinking about this zoning. and if you have another similar suggestion, feel free to post in this thread and let us vote it too!
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[Suggestion] Zoning that can be placed by Admin and Map creator to protect spawn point and specific structure
V-Alfred replied to V-Alfred's question in Suggestions & Feedback
They did nail some of my point after I post this thread, but sure that's not enough. Make things indestructible is good but there's no point if that thing can be modified by players and make something out of it. Let me give you example, there are random building just call it "Tower of Mordor" that I set indestructible, if player still can place/build things around it and set up base on it/nearby that structure, that's means that player building will get some advantage over my "Tower of Mordor" which other player won't get if they put PB on it. That's why we need zoning that won't allow player to build/place anything and deal any damage to anything inside that zone. That zone also useful for example to create "Trading Zone with NPC or between players". That's just my personal suggestion. If you agree, please vote this thread up there beside my profile picture, so the devs will notice it and start thinking about it. Thanks -
New things on Mp servers? Planecrash site ? and mummy?
V-Alfred replied to StickMansNL's topic in General Discussion
Is it official server? they could change some of "generation system".. interesting! -
Thats little part on how you learn that someone is "Newbie" or "Apprentice" or "Pro". And thats the interesting part of Ylands (thats what make me like it), discoveries is always fascinating.
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you can ask uncle google or follow this link Craft pencil.. Or if you can read this hidden message " you need stick, coal/charcoal, and knife "
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Open your blank sheet or double click it. I'm not sure if quill works, but lets see. If not then you can try coal/charcoal/pencil.
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lol What happen there? It seems like you did Alt+F4 or End Task or BSOD to quickly shutdown your machine.. Oh well, you better luck next time..
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Exactly like I was thinking.. That system notification was too fast saying that "It's being saved completely" (my potato beast machine won't work that fast ).. After I got that issue "some blocks changes don't save", I always wait until the System notification disappear, and it seems works well that way.
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There is a note you could use, craft it with leather sheet or paper sheet and then you need something to write (coal/charcoal/pencil), just open the note, you should be able to write a note. Just make sure you have a deal with your receiver that you have notes for him/her. So he/she will know and read your notes. update: based on my experience, leaving sign post have high chance for people to read your message, especially when they're offline and you can't contact in rl. Even tho it can only have small amount of letters, if you have lots of words to say, then put sign infront of target, to point out that you have note somewhere.
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Yep thats how we do it, welldone!