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V-Alfred

[Suggestion] Editor Game Logic "The Entity Offset Coordinate"

Question

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:

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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? :P), 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.. :D

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