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Everything posted by Indomitus
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Win a pet! - P1 Building Competition! #4 - Editor 0.10
Indomitus replied to RedEagle_P1.'s topic in Community News
Okay, maybe I went a little over what was expected, but I did mine as a video... Looking forward to what other people are finding. -
Agreed. The new scripting is amazing so far. Access to settings, vector calculations, math functions, arrays... There's so much to explore. I have not even started playing with the variables, but I have some truly mind-blowing ideas that I want to try with those. The ability to create our own subroutines? I look forward to seeing what I can do with that. And we have the tools we need to create complex dialogue trees now! NPC's are going to get fancy. I was thinking of doing a few of those myself. There so much possibility in there, and many players won't have the dev experience to see it right away.
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I think the Visual Scripting could use...
Indomitus replied to Indomitus's question in Suggestions & Feedback
I would like to be able to edit text that is written on notes, using the scripting. (Like being able to change a note to include the player's name.) -
I think the Visual Scripting could use...
Indomitus replied to Indomitus's question in Suggestions & Feedback
For a Trigger Zone, the "Trigger Object" is whatever you set to be what triggers it, in the properties panel for the zone. If that zone is set up to be triggered when that Rabid Wolf enters it, then "Trigger Object" will refer to that wolf, and you can use Trigger Object anywhere in that block of script to affect that wolf. You could change its name, or send it 100 meters into the air. Try it. You can duplicate blocks of script inside of a single object. Hold down CONTROL then click and drag, and it will create a copy of whatever you dragged. It would be nice to have a way to copy and paste from one Game Logic object to another. -
Light with Flint so snapshot =/
Indomitus replied to Marco Oliveira's question in Suggestions & Feedback
I can see it being a little more realistic if the flint lighter or the bow drill takes a few strikes to light something, because they do in real life. Maybe it doesn't need to be as long as it was, but a little delay would make sense for them. If you're using a torch or candle, or something else that's already lit, then it would be faster. Either way, it doesn't really affect the game for me. Doesn't bother me if it's instant, or if it's a second or two.- 9 replies
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RESOLVED [YLD-11722] (0.10 Clever Coding) In Editor - Composition preview icons overlay on each other
Indomitus posted a question in Bugs & Technical Issues
Game just updated for me. While browsing and learning the new interface, I noticed that a couple of the preview icons show multiple compositions overlayed on each other. It is this way both in grid and list mode. I tried placing a few in a scenario, and the compositions seem to be fine. Only the previews are wrong. In the screenshot, the 3 with red roofs are small variations on the same building, so they should all look the same. They are showing other compositions behind them (one of them I just deleted, but it was there when I first opened the editor). -
RESOLVED [YLD-11722] (0.10 Clever Coding) In Editor - Composition preview icons overlay on each other
Indomitus replied to Indomitus's question in Bugs & Technical Issues
There were 2 additional compositions that I deleted before I reported this, hoping that would make them show correctly. One of those is still visible in one of the broken previews. The remaining 6 compositions are all in the zip file. compositions.zip -
Win a pet! - P1 Building Competition! #4 - Editor 0.10
Indomitus replied to RedEagle_P1.'s topic in Community News
Yes, I know. It was just such a sudden idea I couldn't hold back. I literally first tried doing it a couple hours ago, and thought it was pretty cool, and I had to do it as a short tutorial. -
Win a pet! - P1 Building Competition! #4 - Editor 0.10
Indomitus replied to RedEagle_P1.'s topic in Community News
Okay, I decided... I AM IN. "How to get a player's name and use it in a question/dialogue." Nice and simple enough to finish before the 3rd. -
I think the Visual Scripting could use...
Indomitus replied to Indomitus's question in Suggestions & Feedback
Thank you for the response. I have tried the Entity Label, and how to use it with Array components. It does work very well for moving objects together. My real concern is with Rotation. There might be a way to calculate that using Vector and Number components, but this would be too complicated for a regular player who only wants to make something turn. I am glad to hear that something is planned. As for the "wait" I was only looking for something a bit more simple. I am okay if this request is too much to include. The current methods work. Here is some new: Would it be possible to allow movement of Logic objects such as Trigger Zones? Or do those lock into their location when the scenario is packed for sharing? I don't see any SET LOCATION or SET ROTATION for Logic objects, so I assume it's not currently an option. My test scenario is this: I want to have a moving platform, and make the player move with it when they are standing on it, so they can pass over a large pit or other dangerous obstacle. This can be achieved using Entity Labels, and a Trigger Zone to add or remove them from each player. At this time, the Trigger Zone has to cover the entire path of the moving platform, or I have to have a zone at the start and a zone at the end. I would prefer to have a small trigger zone, and make it move with the platform. That way, the player is moved by the script when standing in the zone (on the platform) and not affected when they leave the zone. Moving or rotating trigger zones could also be used for moving traps and obstacles. If this is not possible, could "Player Interaction" (in Event Listener) include such things as making contact or losing contact? With that, we could tell if a player is standing on a specific object, or jumping away from it, or being hit by it, and the logic object would not need to move. -
RESOLVED [YLD-11370] Object loses custom name if player drops it
Indomitus replied to Indomitus's question in Bugs & Technical Issues
I have tried this and it works *almost* perfectly. There is still an issue that can happen if the player drops the unique item in the same place as others of the same type that are not unique. When I tried that, they all fell into a single stack on the ground, and after that the entire stack would not separate at all. This is a very good step in the right direction, though. It will really be useful if we want to use something like a crystal or colored stone as a key to unlock a puzzle. Thanks to the team for adding it. -
Win a pet! - P1 Building Competition! #4 - Editor 0.10
Indomitus replied to RedEagle_P1.'s topic in Community News
Been playing with the logic and I could do how to make a moving platform and make the player move with it. Or I could just simplify and show how to make an object move smoothly in any direction. Basic could be making it move along one axis. Advanced could be making it aim for a Waypoint. (I hesitate to declare "I'm in" because I'm sure you've noticed I'm bad about following through.) -
I would go with B or C. Many of us on the forum prefer PvE, no question, but I can see a play value in being able to set up a battle arena with leaderboard logic, or a server where pirate ship battles are encouraged (once the ships are fixed). I can also see a value in being able to disallow Protective Barriers on certain kinds of PvP servers. You wouldn't want somebody setting one up in the middle of a PvP arena, for example. I'd probably lean toward C, since so many just want the relaxed survival mode, and cooperative play. There's a place for PvP, though, on dedicated servers.
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It depends on the server. Some are PvE, and others are PvP which should allow attacking and fighting, etc.
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Thanks for all the bug fixes! Nice pile of them this time :D
Indomitus replied to RedEagle_P1.'s topic in General Discussion
There were so many updates and changes, I'm sure all the official servers were wiped clean and restarted. I had Ylanders and bases on 3 of the Explore NA servers and they no longer show up when I search. This is just a reality with official servers. It's usually a long time between them, but sometimes they have to be completely restarted either because of updates or if the server is getting too laggy from so much use. The only way to guarantee a world resets only when you decide to, is to make your own, either a server or a sharegame. -
If there are locations with protective barriers, I would guess either it's not that kind of server (not PVP) or that's not the area where PVP is supposed to happen. Maybe cannons on your ship are meant to be for other ships you encounter, if that is how the server is designed to be played.
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RESOLVED [YLD-11726] (0.10 Clever Coding) Some new block sizes bugged in Editor
Indomitus replied to Indomitus's question in Bugs & Technical Issues
Checked Bamboo and Stone Blocks, those all seem fine. Baroque Stone Blocks: 2 marked in red are bugged. The visible model is offset from the location it was placed. Collision box is at the correct location. Diamond Pattern Block: 4 that won't allow click to select: EDIT: Checked the other types as well, and it seems to be only these few blocks. -
RESOLVED [YLD-11726] (0.10 Clever Coding) Some new block sizes bugged in Editor
Indomitus replied to Indomitus's question in Bugs & Technical Issues
Iron Blocks: The block pictured has a strange selection box. It doesn't seem to affect collision at all. The 4 marked in blue behave like the one in blue above. They look like they place correctly, but will not allow me to select them by clicking. -
Some of the new block sizes are bugged. I placed a 1x2x2 marble block in Editor and it would not allow me to select that object without doing a click/drag over a large area around it. Added a different marble block (angled? roof?) and it was not visible. I'll test and gather info and start a thread in the Bugs section. edit: They're not invisible. The visible part is some distance away. Collision box is where I placed them.
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I just checked in SP and it's there. Fantastic.
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Wow, that's a long list. The team's really been hard at work. Will we see the ship's compass return with this update? Or is that still being fixed? (I'm doing fine without it, just curious about it.) Added some Bear-y White music to get them in the mood?
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You can't play unless it's 100fps? This isn't CSGO, kid. You say you bought it a year ago. I say if you really wanted to play it, you would be playing it already. It's not fully polished, but it's stable and strong enough now to be playable.
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Ability to turn off using specific items in crafting?
Indomitus posted a question in Suggestions & Feedback
I think it would be useful if we could turn off an item's usability in crafting, like we can turn pickability and destructibility on and off in the Editor. Set it to off and the item can't be used to craft in inventory or at a workstation. Example: If I've built a map with puzzles, and I want to create some special color rocks or crystals to use as triggers. If the items are unique, and the user destroys a rock by crafting a hammer with it, the puzzle that requires it is broken. Currently, setting an item to indestructible does not prevent using it in crafting. -
That would be a bug, then. That's the specific control that makes a thumbnail for a scenario. Did you save after hitting Shift+F12? It won't apply if you don't save afterwards. I'll usually choose Save from the menu, and also click Save on the popup when I exit out to the main menu. (I never quit directly from a scenario or game. Always from the main screen.)
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What kind of fairytale tower would it be if it did not have a balcony at the top?