Jump to content

Stephenw1992

Registered User
  • Content Count

    146
  • Joined

  • Last visited

Posts posted by Stephenw1992


  1. Hey guys!

    So... i've just passed 900 hours gameplay and i'm long overdue making this but figured i'd best start before the game reaches 1.0 :')

    So i'm really tired rn and i'll come back and add the things i can't remember rn when I've slept but heres the start:

    -"Entity perform action". I think it would be pretty nice to make an entity perform actions such as emotes, making an npc sit/lie down on the floor or chair. while it doesn't seem like much, it would help creators to add more depth in the storytelling or even just the general feel of a scenario.

    -"Set entity path". I think this would prove useful for various things. from making object move smoother to npcs being able to walk a set path (which can be triggered in logics in the same way as you can execute action sequencer).
    Being able to move objects using a preset path and speed that creators can alter would undoubtedly have a positive impact on servers and scenarios since instead of having to use (and calculate) "move entity instantly" by 0.01 thousands of times to gain a smooth movement

    -Grouped objects should perform as a welded group. eg if you have 10 objects in a group and you want to move all objects relative to each other it can take a bit of time to make sure everything is working properly since you have to work with each object. The grouped items should be selectable as 1 object 

    -Avatars should act as they do on ships when on moving objects. eg if a panel is moving under them, they should stick to it in the same way as they (sometimes) stick to moving ships. Moving with the object rather than the object moving under them.

    -other enemies to work with would expand the amount of scenarios that can be created. I'd love to set up a zombie survival without using mummies or have a player abducted by aliens

    -I think this has been mentioned in a dev diary or... somewhere... but maybe more crop types, more food and drink recipes with bonuses for rarer recipes and the ability to farm livestock and it not being possible to plant thousands of crops and trees on one spot

    • Like 2
    • Upvote 2

  2. 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.Ylands_180407_125947.thumb.png.ea28f9353ec05a673c1e63d5a6bd8cd8.png

    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)

    Ylands_180407_130002.thumb.png.fd804ba951aefe552fa45472d6b15043.pngYlands_180407_130010.thumb.png.c02cfe144f8f9dba9e997d2dbe63015e.png

     

    Enjoy!

    • Like 1
    • Thanks 1

  3. 4 hours ago, handofthesly said:

     

    Thanks guys, I probably should have clarified that it was going to be a passive animal. So it’s not possible to make passive animals or NPCs follow or attack a player yet. I’m guessing there isn’t a way to force an aggressive animal to attack/bite only once with a prompt either? Hopefully these features get added in the combat update you mentioned. 

    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


  4. 2 hours ago, handofthesly said:

    Great videos! I'm trying to create a scenario where an animal or NPC chases and attacks the player. Is this possible? I can see that you can cause damage to be inflicted on the player during dialogue but can't figure out if there's a way for another entity to pursue or attack and deal damage that way.

    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


  5. 1 hour ago, Eaglestorm13 said:

    Ofc no Optimization still 

    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

    • Like 2
    • Upvote 1
    • Downvote 1

  6. 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!

     

    • Like 2

  7. 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!

    • Thanks 1

  8. 58 minutes ago, Kage'd said:

    Based on the idea from 


    How do you make an object move on it's own and in a direction of my choosing?

    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.


  9. 1 hour ago, spyler.1989 said:

    well my first test did not turn out exactly the same, but it's a start ^_^

    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"

     

    1 hour ago, spyler.1989 said:

    Stephenw1992I have a doubt, it would be possible with this system to create some type of animation. That is, I made the composition of this dragonfly, would it be possible to give it movement?

    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!

     

    • Like 1
    • Thanks 1

  10. 1 minute ago, Onedown said:

    I was also wondering if you can place compositions the same way you are placing the blocs with logic.  The reason I wondered is because if you can all you would need to do is make one arch part convert it to a composition and then rotate it around like you did the initial base ring.  If it would work it would eliminate a lot of work.

    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

    • Like 1

  11. 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 ^^

    • Like 1

  12. Just now, Eaglestorm13 said:

    Pleas optimize it while your at it

    this is generally part of the ongoing optimisation process for any alpha.

    major optimisation is usually left til last so everything can be balanced and added

×