Jump to content

zarwil

Registered User
  • Content Count

    129
  • Joined

  • Last visited

Community Reputation

147 Excellent

About zarwil

  • Rank
    Advanced Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. zarwil

    Dev Diary #133 - UI Suggestions

    Is there any awknowledgement internally about laggy ships in multiplayer? I just tried to make a map to test ship battles and you still get 2 fps, like when this was brought up ages ago. Here's the map if someone on the team would like to figure out the unbearable lag: https://workshop.ylands.com/asset/6469
  2. zarwil

    ship stuff by zarwil

    Damage based fire/smoke effects 😏
  3. I haven't spent much time with scripting on this game, but at the moment I'm scripting some cannon broadsides with visual effects (fire, smoke etc...). Currently I have a ship with working cannon fire in 4 directions as well as a range adjustment by tilting the cannons. This is all controlled by levers behind the ship's helm. The problem with this is that when piloting the ship by yourself you have to leave the helm in order to pull the levers, which is a bit cumbersome (ideally you would have a friend controlling the levers). What I'm trying to do at the moment is to script a ship duel game (something simple as a proof of concept). I want to tie the cannon fire and range adjustment to custom inputs on the keyboard, and here's where the trouble begins. I've successfully scripted custom user inputs while controlling the ship, I can make it change the time of day etc with an event listener tied to the custom user actions. I then tried to make the event listener activate the levers on the ship (which contain the scripts for the cannons), but this doesn't work. You can make the event listener pull the levers, but this does not activate their scripts, as I'm guessing the levers have to be pulled by a player for the scripts to work. Is the only way forward to remake the cannon fire scripts from scratch inside event listeners or can I do something more efficient? I really want to avoid redoing all the scripts. Alternatively, is there a way of copying the scripts from entities and reusing in an event listener?
  4. zarwil

    ship stuff by zarwil

    Sure, feel free to use it if you like
  5. zarwil

    Dev Diary #125 - Camera Preview

    Anything for explore this update?
  6. zarwil

    ship stuff by zarwil

    I had the entire day free today and spent my time trying to create something similar to this schooner: Unfortunately, there is no way to create the rigging of a schooner with the sails provided in Ylands, so I altered it to make it a brig? I guess. Not confident with the terminology lol. Here's the result: Also, since this is exactly the type of ship a pirate would use, I made a pirate version as well They can be found on the workshop here: Merchant version: https://workshop.ylands.com/asset/5163 Pirate version: https://workshop.ylands.com/asset/5164
  7. zarwil

    1.2: Astonishing Adventures

    Cool beans. Won't be missed.
  8. zarwil

    ship stuff by zarwil

    After yesterdays failure I was determined to make something that's usable in explore, i.e. "blue-printable". So I made a small sailing yacht suitable for a first ship in explore mode. You can find it on the workshop here: https://workshop.ylands.com/asset/3614 You can find The blueprint file in a zipped archive the attatched files below so you can avoid the hastle of creating it yourself. Simply extract the archive and place the EXPLORER 1.ybp file in: Steam/userdata/<steamID>/298610/remote/Blueprints _____________________________ Blueprint cost: Log . . . . . . . . . . . . . . . . . . . 776 Log block . . . . . . . . . . . . . . . .4 Wooden beam . . . . . . . . . . .12 Plank . . . . . . . . . . . . . . . . . . 86 Nails. . . . . . . . . . . . . . . . . . . 85 Iron ingot . . . . . . . . . . . . . . .13 Pole . . . . . . . . . . . . . . . . . . . . 1 Raw glass . . . . . . . . . . . . . 28 Cloth . . . . . . . . . . . . . . . . . 35 Clay . . . . . . . . . . . . . . . . . . . .6 Stone chunk . . . . . . . . . . . . .6 ____________________________ So, yes, clearly much more expensive than a plain ship due to the custom hull, but then again you can't build something like this in explore. It has one large mast and three small masts (two are hidden inside the hull). Easy access to the shores with a rope ladder (You'll have to add this yourself to the blueprint in explore mode). The storage compartments in the front can easily fit four chests each. Aside from this you can place chests anywhere you like. Interior is a bit tight, but you can fit your bed and trophies and anything you like to make it feel like home. Space is 20-something in length x 10 width x 5 height. That's all for now EXPLORER 1.zip
  9. zarwil

    Cop cars

    That one looks sooo cool ^^
  10. zarwil

    ship stuff by zarwil

    So it turns out they are not craftable by blueprints... pretty infuriating since I used basic blocks for all the windows and a bunch of other shapes. Please @Adam Snellgrove can you talk to someone about this? What's the harm in having additional building blocks in explore?... This was the result of a blueprint capture lol:
  11. zarwil

    ★YWD-Ylands Kart

    Love the terraforming in this
  12. zarwil

    ship stuff by zarwil

    No worries, still here Exploration craft (~90% finished): Intended to be built for explore mode, so it's made with only blue-printable materials. (hopefully basic blocks are craftable in explore?? anyone?) Also making something larger for explore mode (~40% finished): And as usual an old ship (~50% finished): Sleekest hull yet (curved horizontally), with pretty nice aft gallery.
  13. zarwil

    ship stuff by zarwil

    @Adam Snellgrove Of course I should also give cred to @Harry Pines who has been quite involved with interior work and some miscellaneous stuff. This project was dead and buried before he tagged along
×