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Indomitus

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Everything posted by Indomitus

  1. Indomitus

    Group adding labels

    Strongly agreed, for both Entity and Logic labels. In addition, when we click the "plus" icon to add a single new row, could it automatically enter the item selection mode?
  2. I want to build a routine to Alphanumeric sort a list of names/items. The existing comparison operator will not accept anything that is not numeric. Could we please get an operator that can compare string objects?
  3. Indomitus

    Visual scripting: Alpha compare and sort

    I know. I'm trying to avoid excess code, since VS can get unstable if there's too much. Some things are far more efficient if we have a command to let the core of the game handle it, rather than interpreted script. Trying to nudge VS a little more in that direction. edit: I'm not saying VS is bad. I've seen a lot of scripting systems over the years, and they all have a point where the interpreter gets overwhelmed.
  4. Indomitus

    modify the duration of the text (npc)

    Would be nice to be able to set it manually if we wish. Understandable if that's not a high priority right now Also: Needs an additional rule that if a new bubble is triggered for a speaker, the previous bubble should close. They overlap and are unreadable if triggered too quickly.
  5. I remember a similar bug while building the Octagon. There was a bug with the large trigger zone that also affected other parts of the game as well as the zone not working right. I still don't know the real cause, but I remember that simply rotating the trigger zone on Y was enough to make it work.
  6. Indomitus

    Dev Diary #59

    Maybe things like the color of the water (from light and pleasant inside the boundaries to very dark and ominous outside), or a special severe weather system that makes it nearly impossible to travel farther in that direction?
  7. Indomitus

    Player score sorting logic

    I've tried sharing it as a composition. I tried and was able to download it into a blank scenario in the editor. Hopefully this works better. https://workshop.ylands.com/asset/801 @Ane I got several errors while trying to upload thumbnails (with the original, and with the new one) and the "editable" feature for scenarios doesn't seem to be working? I uploaded 2 "update" files for my scenario. The first has the editable option set to yes, and the second has it set to no, just for the sake of trying a different thing. Neither would show available to edit.
  8. Indomitus

    Player score sorting logic

    I've noticed that myself. I did set it to be editable before exporting, so it should be. I might retry the upload this evening.
  9. Indomitus

    Player score sorting logic

    If they are equal, then this will simply put them in the same order they are in, in the starting lists (only for the ones who are the same score) which would probably be in the order they joined the game. There would not be an error, but that might not be the result you want. If you hit the "sort and show" lever before the randomize lever, it will do exactly this with all the scores being 0. More complex comparisons are definitely possible, but the goal was for this one to be a very quick, general version. If you have something specific in mind, I'm sure we could put something together for it.
  10. I just encountered this problem too. Restarting the game fixed it (for now).
  11. For a current scenario, I want to include a way for players to confirm they are ready for the game to start. This part is as easy as creating a dialogue for them to answer, yes or no. However, I want it to assess how many have answered, and if a majority gave a certain answer, it should close the dialogue for everybody and proceed with the decision the majority made. I also want it to time out if not enough players give an answer. I have tried setting Enabled to false for the dialogue, but this doesn't work. Is there a way to force a Dialogue to exit for all players or for specific players?
  12. Indomitus

    fast time trigger__resource usage

    My thoughts on this: Could it be implemented as a distinct logic object, that could be attached to an Entity, similar to an Entity Storage? I would imagine an Entity Animator could have properties such as move position from A to B, change rotation from A to B, and change other attributes from A to B. It would allow for implementation of Animation Complete events for each, which could be used to trigger other logic. For it to work, I would think the start and end values for each animated attribute would need to be dynamic, with a way to set it in code. (edit:) It does raise questions of how this type of animation would affect players, NPCs, animals, and vehicles. Would an NPC have a walk animation if I move them manually from point A to point B? Would a ship animate if the anchor is down? How would it reference/affect groups of objects that have been baked into a single unit? Could it handle position and rotation in the same object, even if they are over different times? And for a rotate animation, please allow us to specify a rotation center. Dynamically, if possible. And allow an animation to repeat (such as just making a block turn constantly).
  13. With the variety of different competitive game modes we're coming up with, I've been thinking about better ways to handle players who try to log in while a competition is in progress. I don't like the idea of just refusing to let someone in. Could we, instead, have some way to "force" them into a specific camera mode, like freecamera? I would prefer that we could control where they are allowed to go somehow, such as disallowing their camera from passing through terrain or walls, or going outside of the defined play area, AND being able to set their camera's position (move it into the play area while their avatar stays outside).
  14. Indomitus

    Editor: Follow-player logic

    You mean like "change position" or "change rotation" events? That would be nice to have. Maybe with previous value and current value given as vectors..
  15. Indomitus

    Daily Screenshot Thread

    I wonder what he's in for.
  16. Indomitus

    String color

    Ylands also has the alpha. For objects, that makes them glow. For UI and other text, it decides if they are transparent.
  17. Indomitus

    String color

    <b>BOLD</b> <i>Italic</i> BOLD Italic <color=#00ffffff>YELLOW</color> YELLOW <color=#00ffffff><b>This is bold and yellow at the same time.</b></color> This is bold and yellow at the same time. Part of this sentence <color=#0000ffff>is blue</color>, and part of this sentence <color=#ff0000ff>is red</color>. Part of this sentence is blue, and part of this sentence is red. You can get the color code you want from any color picker. Just choose your color, then select the code at lower right and press CTRL+C to copy it, and paste it into your text. And just so it's mentioned here, I recall seeing in a different thread that the code "[NL]" will start a new line.
  18. Indomitus

    Dev Diary #57

    Is that a challenge?
  19. Indomitus

    Dev Diary #57

    Sounds like a fantastic leap forward. (I was just thinking the other day, in the editor, why couldn't editing vehicles be similar to editing groups? It sounds like I'm not the only one who thought that.) One question about optimizing buildings in the editor: Would this affect a player's ability to break or deconstruct individual blocks of those buildings?
  20. Indomitus

    Protective Barrier size

    1 square of the grid is 0.375 meters (easier to see this in the editor). If you line up logs from one end of the barrier to the other, you'll need 60 of them to reach it, and they're 4 squares long. 240 grid squares, which is 90 meters.
  21. Indomitus

    Protective Barrier size

    90 meters. That would be 240 grid squares per side, I believe. The device should be right in the center of the cube (or as close as it can get since it's locked to the grid).
  22. Indomitus

    Weekly sneaky WiP #2

    Very nice. Will that category name be searchable?
  23. My first use of it would likely be moving platforms that the player can ride past obstacles, and probably hazards that move (rotate, slide) and cause damage on impact. I think, though, in a bigger sense this would just be a valuable tool to have for creators, even if it's in a limited form. I imagine building one thing, @Oliver Hope_P1 imagines something else, and other creators will imagine even more things we probably wouldn't think of. (I tend to keep that bigger picture in mind when requesting features. It's not just about what I would do with it.)
  24. Might be because the command is just called "SET". "Array" is the name of the first argument.
  25. Indomitus

    Alpha colors via paint gun

    We could get the "pigment" from crystals.
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