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Everything posted by Indomitus
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I think they mean using a controller on their PC.
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As rare as it would be used, having a button would just be clutter on the screen. It could be a special key command, though. Maybe something like F8 or another of those keys.
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I would prefer more advanced Editor features like being able to edit an entire island's biome and change climate zones across the map. But being able to edit Explore games, or have some way to convert an Explore map to a Scenario for editing would be a great temporary solution.
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I know I'd be happy to help out, probably a few others here, too. We'll need a little more, to be able to help you: - Some more detail about that you want the logic to do, specifically. Do you have one place where you want just one thing to spawn at a time? Is it choosing one different thing at random from a list each time? Or just spawning the same thing over and over again? - Some info about that you have so far. Screenshots of it would be great.
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All great news. I'm really happy to see they're working on the water. (Figured they were, just nice to see it confirmed.)
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I think the Visual Scripting could use...
Indomitus replied to Indomitus's question in Suggestions & Feedback
A way to insert a New Line into the text for a UI Object. I have tried \n, \r and a few others. Without this, to have a persistent multiline display (such as scores in a VS game) we have to use multiple UI, which takes a lot of time to format and line up. This would also be necessary when editing is enabled (someday) for notes and signs. Or instead of allowing a New Line character, give us a way to add rows/lines to the object. Perhaps as an array. -
When you're talking about needing more than 13,000 for a blueprint, I doubt that changing the stack count is going to help very much, especially since even if they do change it, it probably wouldn't be by much. Nice design on the balloons, by the way.
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Looks like a fun idea. Does it let players change teams between games?
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Still need to test a few parts of it. If you know anyone interested in giving it a try, I might put it up as a shared game for testing. Once I know it's running right, it will be posted in the Workshop.
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You can set it to free rotate, or set it to one of the angle choices, by clicking the settings icon in the upper left of the screen. (Look for the icon that looks like a gear wheel.) It's not broken. In order to use that angle setting while rotating any selection that includes building blocks, you must press and hold "V" while you perform the rotation. Also, if you already have the items selected, you will have to press and hold "V" to edit the values on that screen. If you don't press and hold "V" it will only show "90" for the possible angle in that screen. The last object you selected is used as the rotation center, so I find it's best to place a Reference Point (game logic) at the exact point where I want it to rotate. edit: I know it works fine because I recently started building a massive arena with round walls at the ends.
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C'mon Bohemia you can't have your cake and eat it too!
Indomitus replied to Chromedome2's topic in General Discussion
Build your own. A little practice and experimenting and you'll figure it out. Here's a start for you: 1. Place the object. Stone block, log, brick, whatever. (You can do this with multiple objects as well.) 2. Place a Reference Point (Game Logic) at the point you want to be the "center" of your circle or curve. 3. Select the object, then select the Reference Point. By selecting it last, it becomes the centerpoint for the rotation. 4. Make sure ROTATE is selected 5. Press CTRL+D to duplicate 6. Press and hold "V" to free rotate, or to rotate by something other than 90 degrees (you can also set 45, 15, 5) 7. Rotate the object to the angle you want it. 8. Lather, rinse, repeat until you have the full shape you want. Delete the Reference Points when you're done. For reference, go check out 2 compositions I submitted: https://workshop.ylands.com/asset/582 https://workshop.ylands.com/asset/580 Both were built by me, in the standard editor. If I can do it, you can do it. Get creative. Try building an arch then standing it up (like the wooden building). Try rotating in multiple directions. Learn first. Complain later. -
I think the Visual Scripting could use...
Indomitus replied to Indomitus's question in Suggestions & Feedback
A command that can return object(s) at a specific location, whether they are labelled or not. It could accept a Vector as input and return an Array including any entities that have that point inside their collision box. A similar command to test if a point is above or below the ground (or inside/outside, I guess, in the case of caves and tunnels) could also be useful. -
I think the Visual Scripting could use...
Indomitus replied to Indomitus's question in Suggestions & Feedback
For UI Panel objects, it would be nice to have a visual of the UI when we are editing the properties, to see where it is positioned, the size, text size, colors, and so on. -
Just one more wrinkle to make the map kind of hazardous at times. It already consists of some narrow catwalks and ramps where the player can fall if they're not careful. I'm thinking occasional low visibility and storm noise to hide enemy footsteps could make a battle more interesting.
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It is fun to play with the weather and the time of day. I'm building some logic to randomize it in a PVP map I'm working on right now.
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I think the Visual Scripting could use...
Indomitus replied to Indomitus's question in Suggestions & Feedback
The ability to change the variable name used in a FOR EACH loop would be helpful in making a script more readable. It can be very difficult to navigate through "Item" "Item2" "Item3" and so on, especially if we have multiple nested inside each other. My personal preference is to be able to give them names that reflect their purpose. -
RESOLVED [YLD-12128] Entity Templates not spawning correctly
Indomitus posted a question in Bugs & Technical Issues
I am working on a PVP arena map (inspired by the Sky Arena, of course). Part of the logic in the scenario is to spawn different weapons or armor at random, at certain reference points. To enable the randomization, I have a couple of arrays with references to a selection of Entity Templates. They're divided into "tier 1" "tier 2" of "tier 3" based on how strong or what type they are. For the guns (tier 3) I have to use templates because I want them to be loaded when they spawn, and don't plan to spawn any more ammunition. I had the Spawn Entity command tiles in the main "SpawnWeapons" sequence, but separated them when I started seeing the error, hoping to make it work. The error happens whether I use a random one from the array, or put in a reference to a specific Entity Template. Strange thing is, the command does work with some of the templates. The one for the Iron Sword spawns like it is supposed to, if I put it in as a direct reference. SKY_OCTAGON_ARENA.zip -
RESOLVED [YLD-12128] Entity Templates not spawning correctly
Indomitus replied to Indomitus's question in Bugs & Technical Issues
Thank you for the reply. For this scenario, I decided to remove that trigger zone and use a different strategy for cleaning up excess items. The new strategy also cleans up items dropped on the map and allows for some interesting effects, so it is better anyway. I will give close attention to my trigger zones, if I see the error again. -
RESOLVED [YLD-12128] Entity Templates not spawning correctly
Indomitus replied to Indomitus's question in Bugs & Technical Issues
I found something this evening. While testing something else, I noticed this in my Player Log: It seemed strange to me that every stack trace included a mention of tz_OBJECT_KILL which has nothing to do with the code that was having an error. That trigger zone is only there for cleanup, to catch any objects that fall from the map. It is not anywhere near the spawn locations and should not be triggered anywhere in that sequence. I disabled that trigger zone, and now the spawns all work correctly. I think this raises more questions than it answers, but I'm happy to finally be able to move on to the effects and other game logic, like the Leaderboard. -
I think the Visual Scripting could use...
Indomitus replied to Indomitus's question in Suggestions & Feedback
I will try that. It is very possible for me to suggest things I simply have not found yet. -
I think the Visual Scripting could use...
Indomitus replied to Indomitus's question in Suggestions & Feedback
Comments. The scripting could use some way to place a comment into the script. I keep thinking of sharing logic with other players, but then how do I explain to everyone what the purpose is for certain commands or sequences. Or if I build something elaborate then need to make a change later. Anyone who has ever had to support or alter another person's code will understand why this is necessary. It would be nice just to have a non-executing Comment tile we could drop into our scripts. It could be color-coded plain white to make it stand out. Edit: And for the possible purpose of helping teach coding, it's important to teach them to comment their code, IMHO. -
Let's compare and contrast a little here: Achilles77 gives an opinion that could be taken as negative, but does so in a polite, constructive manner. RacerX launched attacks and offered nothing to advance any meaningful discussion. Not just in this thread, but previous posts as well, and the pattern was clear from their very first post. Achilles77, while I strongly disagree with your post, you at least approached it like an adult. In response, I'll point out that BI has quite a few people working on this game, and not all of them are focused on the same things. Some parts of the team will advance in their tasks more quickly than others, and progress in one part of the game does not mean progress is not being made elsewhere. This is perfectly normal in an Early Access dev cycle. We can (and should) point out things that we would like to see improved, but we can't prioritize things for them because we don't know everything that they have planned. We only see part of their list. If you've paid attention to previous Dev Diaries and other communications, you'll be aware that there are TONS of improvements and new features waiting to be rolled out, and BI will do so when they feel it's the right time. The Visual Scripting, in my opinion, is an update that was timed appropriately. Releasing that to the Early Access users allows us to test it and learn how to use it, so we can get a head start building more interesting games, compositions, and worlds for the users that will come with the full release. It's a smart strategic move. (It also, honestly, primes the hype train a little, as we start pumping videos about it onto Youtube and other places, and you can't fault them for that because in the end they have a game to sell.)
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It does work the same way for Pickable. I just tried it with a few random items in the Editor. What matters is that the items all have the option.
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The individual in question is a textbook example of a troll. In all of their posts, under this name and previous ones (yes, I'm convinced their venom is not random at all) they have brought nothing constructive into any of the conversations. Only attacks against other players, the game, and occasionally the devs. This board is about sharing our experience in this game and giving constructive feedback to the developers so they can make it better. A person can have a negative experience and still be positive about it. In fact, my current opinion of Online MP is a negative one, but it's improving, and I'll try to give constructive feedback whenever I have something to say. The comparison to Galileo, by the way? Laughable. This isn't religious persecution, pal.
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I almost agree. In some cases, briefly engaging trolls can serve 2 purposes: First, they can be more easily identified under alternate names. For example, this particular pest is not new to the board. This animosity is very familiar, and I could easily guess a couple of previous identities here, and one or two in the game. Second, mods tend to take more notice when you light them up, show their true colors. Just have to take the high road when you do it. What they do with it from there is their decision. That said, I think we're done with this one, so here's a helpful tip for everyone, on using this board: How to Ignore a User: Hover your mouse over their name. Look for "ignore user" and click it. On the following screen, select the items of theirs you want to ignore (posts, messages, signature, any mention of them) and click "Update Preferences."