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Found 2 results

  1. TL;DR, I have suggestion about auto input variable "Offset" based on where you place the object according to selected primary object/entity. It could work like "entity picker" but instead of selecting object, you could move it and system automatically calculate the coordinate. I know it might be difficult to implement because you need to have system that calculate the coordinate distance between entity you want to select as a base(primary object/entity) and entity you want logic to do something. To make it little bit clear here is picture: Also what are these "Local coordinate" and "move parent" used for? For anyone who know it's function, please let me know.. Note: Primary Object/entity - is an entity that you set as a pointer to move or rotate other entity based on it. FYI I've been playing with Editor for a month and now I'm at game logic stage, still learning lots of stuff about it. I'm getting pretty annoyed when manipulate variables on entity offset coordinates because it's confusing which coordinate block should I set to get it to the position I wanted based on primary object/entity. I know you can copy/paste absolute coordinate. Absolute coordinate is working fine and I don't have trouble with it. As it's call "absolute" means that it will always on exact coordinate even when you change the map, e.g. if you have compositions that have moving/rotate logic that set to "Absolute" coordinate, that composition will always set to exact coordinate you set. If you change map and apply that same composition, then the logic will kinda act weird, because the logic will always act like what you set in "Absolute" coordinate. To handle this problem the devs already implement several options for example "Entity Offset", this setting is used for more flexible coordinate. It act like selected object will always move/rotate based on another object (primary object). "Entity Offset" is useful when you want to use that logic and objects in many places and maps for example, because as long as selected object and primary object is placed together it will works as much as you want. I know that currently game logics isn't common playground for many people, but it's the true power of Editor and it's where the magics come from.. I realized that I have been posting plenty of suggestions lately (3 pure suggestions so far, not that much right? ), I just want to share my ideas to make Ylands better in all aspect since it's still under development. My idea sometime sounds silly (like chickens) and sometime important for the game (I think.. like Zoning). So bear in mind, that's only what in my head..
  2. When working with triggers in the editor to spawn an entity, defining the position for the entity seems a bit tedious. There is a coordinate system that allows me to express the x,y,z position relative to the trigger, or absolute. Perhaps I'm doing this wrong but I've been placing a copy of the entity as a marker at the location(s) I wish for them to spawn and then clicking that item to get the coords, it looks like this: Then I copy each individual coordinate one at a time and paste into the trigger options. Also, this means I'm using absolute positioning and when you are spawning 4 stacks of items at various nearby locations, there is noticable in-game lag compared when the trigger is hit compared to if I spawned the items in relative to the trigger. To do this, I need to not only copy each individual XYZ coord of my marker one at a time, but I also need to do some math to get the offset from the trigger, which is even more time consuming. And looking at the screenshot above, there appears to be a copy/paste icon to the right of the coords which tells me that I should be able to copy all 3 coords at once but nothing I do to interact with that icon seems to do anything. Am I doing this right or did I miss the efficient way? It seems like I should be able to use the default 0,0,0 coord then drag a spawn indicator to the location I want the item to spawn with a line connecting the entity and the trigger point. At the very least it would be nice if I could get those clipboard icons to work somehow. Any help is appreciated.
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