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Stephenw1992

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Everything posted by Stephenw1992

  1. Stephenw1992

    Editor Tutorial Series (creations)

    you guys are ahead of me! I'm working on the "taking flight" episode now! I'm sure i'll still have some tips and tricks for you though those creations are looking really cool!
  2. Stephenw1992

    Editor Tutorial Series (videos and requests)

    Who wouldn't enjoy a chilled out evening in a hot air balloon, reading a book??? Currently working on episode #10: Taking flight!
  3. Stephenw1992

    [Suggestion] Editor tools that would help considerably!

    hahahah thank you! And nice! a friend of mine has spent about the same length of time as you (maybe a little less) playing. She wouldn't know where to start if i asked to her to build something with logics but you give her a creator cube in game and she'll go ahead and build the most impressive homes i've seen so far
  4. Stephenw1992

    Editor Tutorial Series (videos and requests)

    ok @handofthesly I guess its your lucky day! I had a quick look into it and yes, you can limit when/how frequently a hostile animal can attack with pretty simple logic. The setup in how the hostile is spawned/placed and how this is activated would be customizable to any situation (eg trigger zone to spawn an enemy, a preplaced enemy in a cave). to start off with, you need a label on the player, in my example i've assigned a label to the player in the player role. you need a label on the enemy (i tested this with trigger and target object with no luck), a event listener ready to set up and a plain stand waypoint. Here i directly assigned the label but in a situation where you are spawn an enemy in, you have the option to assign label in the spawn entity action. To set the event listener up, simply change it to be: "interaction with a labelled entity" "<player assigned label>" (ie it should be listening for the player being damaged) "damage" actions: #0: "perform action with entity" "labelled entity" "<hostile animal label>" "set waypoint" "<the plain waypoint to make the animal stop and stand>" #1: "delay following action" change to how long you want of a delay before it attacks again #2: "perform action with entity" "labelled entity" "<hostile animal label>" "set waypoint" "None" (this removes the waypoint and enables the animal to chase and damage again) Enjoy!
  5. Stephenw1992

    Editor Tutorial Series (videos and requests)

    you can make any animal passive simply by adding a waypoint to it. there may be a way to make them bite/attack (not npcs) at allocated times but i'll have to do some experimenting later. i'll get back to you though
  6. Stephenw1992

    Editor Tutorial Series (videos and requests)

    thank you As Alfred said, in terms of combat, the only option you really have is spawning a hostile animal near them. theres no way to create a path for them to directly follow besides repeatedly teleporting them nor any way to have an npc hold and fire a gun (for example) at anything
  7. Stephenw1992

    Ylands party tonight!

    Hey everyone, Remember the video I made about building round structures? Well I put one to use! I'll be hosting an ylands party tonight at 6pm (GMT-6) for players who think they have what it takes to beat the THUNDER DOME! Join P1 discord at https://discord.gg/JXv4gUE To join us!
  8. Stephenw1992

    Sneak Peek #49

    It's an alpha. you bought a game thats not yet released and is still being developed. it will be optimised when the devs are ready to and since theres a few aspects they're planning on changing it would be pointless fixing everything just to change it again and then go through a fix bugs again
  9. Stephenw1992

    0.8: Meaningful Music (28/03/2018)

    ok imho... that should have stayed in to give players a random laugh
  10. Stephenw1992

    Editor Tutorial Series (videos and requests)

    Hey guys, sorry this one is late! Today's Episode is looking at how you can use time triggers, event listeners and labels to build a fully functioning elevator! Feel free to ask if you want to see the more advanced version and definitely subscribe to find out if i manage to build a fully controllable aircraft on friday!
  11. Stephenw1992

    Editor Tutorial Series (creations)

    ok for starters, those look really cool!!! @spyler.1989in the time trigger you can set -1 as the repeat count-infinite repeats The second reason i haven't already done this is that to move something instantly, you can move it relative/absolute which would both have issues.... Ok, I've just had an idea i need to test tomorrow which could be really awesome for these so i'll keep you posted (sorry for the late reply-not checked the forums much the last couple of days) In fact, If you can dm me on here/my discord with the comp of that drone and the logics you have so fa for it, I'd love to try and get it to fly! I'll experiment tomorrow and then hopefully get it working for next friday for the video! Theres no garuantees that i can but I'm hopeful!
  12. Stephenw1992

    What Happen To PA 4 Explore Server ?

    oh thats an official. as i understand from player feedback they wipe often
  13. Stephenw1992

    What Happen To PA 4 Explore Server ?

    essentially the host shut it down, it could be various reasons. If that does't change, assume its gone
  14. Stephenw1992

    Editor Tutorial Series (videos and requests)

    I already have one planned that will be using it and may have multiple. I have the next 3 videos planned and i think you'll like them!
  15. Stephenw1992

    Editor Tutorial Series (videos and requests)

    using the same logics in #8, you can use a time trigger to "move entity instantly" using relative- global or local. this might take a bit of testing to figure out which axis to move it on and you will be able to use the time trigger (or other logic if you only want to move it once) to control how many times it is moved. Try experimenting with move entity instantly using Relative-local co-ords, setting time between repeats as 0.1 seconds, move entity along an axis by 0.05 and set the number of repeats as 100. This will help you figure out which axis moves it along which axis. Combining this with rotate entity instantly will help you to change the direction it is moving.
  16. Stephenw1992

    Editor Tutorial Series (creations)

    man that looks amazing! I really would love to see that working one day!
  17. Stephenw1992

    Editor Tutorial Series (videos and requests)

    hey guys, just a quick video today and an update
  18. Stephenw1992

    0.8: Meaningful Music (28/03/2018)

    Thanks guys!!!
  19. Stephenw1992

    Editor Tutorial Series (videos and requests)

    I'm going to start a second thread because i'm really keen to see what you guys build using these video's, perhaps i could start projects and see what people come up with!
  20. Stephenw1992

    Editor Tutorial Series (videos and requests)

    Practice make perfect! it took me a fair few hours to pin the first dome down so if at first you don't succeed, try and try again! with that first attempt you just forgot the "move entity instantly" that dragonfly is really cool! unfortunately while it would be possible I'd consider it unfeasible. With a lot of work, you COULD animate it but it would take a lot of hours to pin down where here, if they add the ability to move groups instead of just single entities, making that dragon fly would be a pretty unique feat!
  21. Stephenw1992

    Editor Tutorial Series (videos and requests)

    There is multiple way you can do it, whether by creating an arch and clone, rotate and move them blocks, this was just an example of how i do it. unfortunately you won't be able to do it directly using a comp though in the way you mean. You can create a group of multiple blocks and drag them/move them around as one but when using logics it still has to be created for each individual block
  22. Stephenw1992

    Editor Tutorial Series (videos and requests)

    In my experience using the overlapping blocks, there doesn't seem to be more performance degradation than using the same number of blocks stacked neatly. you use more than you might in other structures due to the need to overlap here but otherwise it doesn't appear to be any different than using the same number of blocks for a square building. As for the face of blocks being textured on the inside, I'm not sure that's the case here since when you move your camera to clip a block, you don't see the other side (inside) renders. it just appears invisible, like when you freecam under the terrain. Of course i'm no computer expert either and this is just my own observation ^^
  23. Stephenw1992

    Editor Tutorial Series (videos and requests)

    Thanks Glad they help!
  24. Stephenw1992

    Editor Tutorial Series (videos and requests)

    Hey guys! Today in #8 we're looking at @Kage'dsecond question with a tutorial and demonstration on how to build circular/round structures using the logics and blocks in editor!
  25. Stephenw1992

    Editor Tutorial Series (videos and requests)

    Today we're taking a look int NPCs again with #7: NPC logics part 2! Check this video out for various ways you can use NPCs (psst... you can also use an animal) for dialogue, passwords, speech, trading etc!
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