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Everything posted by Indomitus
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Since these are player events, my thought on the request would be that instead of in Event Listener, they go in Player Role along with Spawn, Respawn, Death, Connected, and Disconnected. For the jump/shoot, it could be a more generalized "Control Input" that could let us see what control they press. For the sake of consistent gameplay, I would make it give the action that's mapped to the key, rather than the key itself. Instead of "spacebar" it would say "jump". Instead of "left mouse button" it would say "use item" (and if the item is a gun, that would be shoot). edit: Would also be nice to have a way to cancel an action or imitate/force an action.
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From this page and the Ylands main page, the Workshop link directs to ylands.net and Firefox gives an error that it is using an invalid security certificate.
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Which events do you miss in Event listener GL
Indomitus replied to Houp's topic in Editor Suggestions
Even if it is restricted to specific entity/labeled entity/player? That is a little disappointing. -
These are the first shots of my current build, which is going to be large. It's a round tower, in a kind of fairytale style. So far I have only the door, walls, spiral stairs and one of the floors. Once I design some windows, I'll be able to copy/paste most of these grouped parts to the upper floors. My plan is for the roof to be round and sloped, coming to a point at the top. (the stack of blocks at the left is just there to help line things up)
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Don't the listeners have the ability to detect changes in player inventory now? I would set up one of those, along with code to forcibly replace or re-equip whatever they try to drop or unequip. I might play with that when I get home this evening (after documenting an error I ran into last night). Doing it this way would also allow the option of applying some kind of penalty to the player that tries it, such as a temporary speed penalty or costing them points.
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The current PLAY SOUND command requires a position, used to make it directional, and this is useful. Would it possible to also have a command that would play a sound without being location-specific? An example would be a bell or some other sound to indicate the start or end of a round in a game.
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Sounds without a specified location?
Indomitus replied to Indomitus's question in Suggestions & Feedback
Playing it multiple times in multiple locations will sound like it's playing multiple times in multiple locations, and if they are near each other it will sound terrible. I'm asking about the option to play a single non-localized sound that all players can hear equally no matter where they are on the map. -
Which events do you miss in Event listener GL
Indomitus replied to Houp's topic in Editor Suggestions
I strongly agree with this one. Basic collision detection would be helpful with things like moving platforms or custom traps. -
Certain kinds of people take that as a challenge.
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GET POSITION returns a vector, as Spyler stated. IIRC (I don't have access to the game right now) there is an offset calculation available under the Vectors section, that would let you adjust the position a little bit on the Y axis. The exact amount would probably take some trial and error.
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In the first 2 commands, for the effect and the sound, look at the POSITION attribute. You gave it the Target Object directly, when you should give it a GET POSITION of the Target Object.
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If you are trying to open an Explore map and add items to it, it will not allow you to add any logic. The game might be deleting your script when you place it.
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Good work BI on the speedy 0.11.1 patch!
Indomitus replied to RedEagle_P1.'s topic in General Discussion
I agree, thank you for the fast fixes. The building controls in Explore mode are greatly improved. -
It can be done using script, using the DISABLE INTERACTIONS command. (It is under Entities, Advanced) Other than that, probably not.
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Thank you @Houp. They way it was stated, I expected VS commands. I think it would be a good idea (but not urgent) to make Enable/Disable Nametags available in the VS eventually. There are certainly situations where having visible nametags in the staging area (such as in Gold Rush) would be good for meeting other players, but then we would want to turn them off for the competition itself.
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Petition to re-add first person view
Indomitus replied to RedEagle_P1.'s question in Suggestions & Feedback
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Found the command to Enable/disable trading, as well as speed bonus and a few other interesting ones. Can anyone point to where the others are located? I have a scenario where both would be useful.
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Wonderful. Can't wait to get home and try it out.
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I assign teams or groups using Labels (which is basically just prefab arrays). It would be great, though, if we could set roles in the script, because then we could get the clothing and equipment that come with it rather than manually adding and equipping each item.
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I've seen this as well, with the Move tool, and mostly when editing an Explore map.
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(Starting a thread so we can pull together thoughts and suggestions on the Visual Scripting in one place.) I think it needs a way to recognize grouped objects and act on them as a unified entity (move, rotate, etc). ...or maybe I just haven't found it yet. Maybe just by moving the active object in the group (like using it as a handle) with an option to move only that one or the entire group relative to that active point. Repetitive loops could be a lot cleaner if we had an in-line Timer command block, kind of like the "wait" or "sleep" command most languages have. Then the code for sliding a block gently to one side (for example) could all be inside a single script block, not split between an event listener and a timer, for example. (What can I say? I'm a old-school coder. I like my code neat.) Overall, I like it so far. I've only had a couple hours yesterday to play with it, though, so I'm not very far in yet.
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I think the Visual Scripting could use...
Indomitus replied to Indomitus's question in Suggestions & Feedback
For Interior logic (lighting control) could we have an option to apply the value as an absolute lighting level? Currently, it applies it as a multiple of the current daylight. -
A couple thoughts about the game mode: 1. That leaderboard UI was WAY too small to read. Should be at least text size 12 or 16. 2. Camping the treasury is way too easy, especially since it is so critical to everyone's score. I would add a couple smaller locations around the island. To keep it challenging, those would only open at random and for very short times. Or maybe they appear and disappear so that finding one requires a bit of luck. In addition to that, maybe it only accepts the first person to use it, then closes/disappears again. 3. Is there any underwater loot along the shore? I didn't see any, but that could make things a little more interesting.
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Sunset, taken from underwater.
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Not sure if this is a glitch or not, but is the game supposed to count what you have in your inventory when the timer hits 0? My final score was about 480. That's what I had banked. I had over 1000 additional in my inventory, and it wasn't counted.