Houp 237 Posted February 2, 2020 Hi, I tried to create "explore" test maps runnable on mobiles. It is set of maps with name Explore H. You can go to any of them. Your equipment and inventory is shared between these maps. There are different "veins" (large stones dropping different ores) on different maps. I suggest to start on https://workshop.ylands.com/asset/2598 or https://workshop.ylands.com/asset/2601 yland. Surely it is not great.(or good ) I just wanted to test several aspect of an editor. (It uses only tools and scripts usable by everyone.) Attaching .yland files so anyone can look how it works. Edit: Scenarios.zip (!!! this does not work since 1.4. It depends on a bug which cause that event listeners did not listen to character events in "On connect" event) 4 1 Share this post Link to post Share on other sites
jchob 354 Posted February 3, 2020 Make ylands compatible to Nintendo switch lite ? Also, do you have a list of compatible mobile smartphones/ tablets? Share this post Link to post Share on other sites
Adam Snellgrove 1451 Posted February 3, 2020 @jchob iOS - iPhone/iPad with min 2GB memory Android - telephone/tablet with OS 7.0 (API level 24) and minimal 3GB memory 1 Share this post Link to post Share on other sites
Miguel Preguisa 443 Posted February 3, 2020 Two questions. a) When first trying out the android game, the login didn't work yet. So I chose "Play as guest" and named myself something that seems like my cat typed it. How do you log out? Do I have to reinstall the game? I haven't found any "Log out" button in the menu. b) Is it "safe" to login with my normal PC/Bohemia account on mobile? I've registered some issues regarding that in the past but I didn't pay much attention to that as I was not involved. So I better ask before loging in with my account. 1 Share this post Link to post Share on other sites
Adam Snellgrove 1451 Posted February 4, 2020 16 hours ago, Miguel Preguisa said: a) When first trying out the android game, the login didn't work yet. So I chose "Play as guest" and named myself something that seems like my cat typed it. How do you log out? Do I have to reinstall the game? I haven't found any "Log out" button in the menu. When you go to your avatar, there is a tab called 'Account'. Go there and press 'Change Account'. It should give you the option to login with you BI account. 16 hours ago, Miguel Preguisa said: b) Is it "safe" to login with my normal PC/Bohemia account on mobile? I've registered some issues regarding that in the past but I didn't pay much attention to that as I was not involved. So I better ask before loging in with my account. Should be safe now ? 1 Share this post Link to post Share on other sites
Miguel Preguisa 443 Posted February 4, 2020 I'm under the "Account" tab but the "Change Account" is nowhere to be found:( Share this post Link to post Share on other sites
Adam Snellgrove 1451 Posted February 5, 2020 So when you press link, it should ask you to login to BI account and then it will ask you, if you want it to link with the Guest account or another account (one, that you linked before). It'll show you both profiles with details and you pick which one you want. 1 Share this post Link to post Share on other sites
RedEagle_P1. 905 Posted May 19, 2020 @Houp Could you create an example of technology that would allow us to travel between worlds also Share this post Link to post Share on other sites
Houp 237 Posted May 22, 2020 You need to have all the words in one game set. Then you need to use "Reserve session" and "Dispatch" tiles as described on https://community.bistudio.com/wiki/Ylands_Tile_-_Reserve_game_session Share this post Link to post Share on other sites
RedEagle_P1. 905 Posted May 22, 2020 (edited) 1 hour ago, Houp said: You need to have all the words in one game set. Then you need to use "Reserve session" and "Dispatch" tiles as described on https://community.bistudio.com/wiki/Ylands_Tile_-_Reserve_game_session Is there a way you guys could give it a try live? I feel so much more able to reverse engineer stuff than invent it ?. It could really help us, we are working on something dependent on this. Edited May 22, 2020 by RedEagle_P1. Share this post Link to post Share on other sites
Houp 237 Posted May 27, 2020 I have created a small example: Scenarios.zip. You will not probably see that both worlds are in the same game set. I uploaded it to the server so you can test it there first. Only one of the words is set to be visible. Second one is marked as hidden. Players are unable to start game on this map. They can get there from the trigger zones in "World 1 Test" Use of reserve session: Guid can be copied from Game set window: Share this post Link to post Share on other sites
RedEagle_P1. 905 Posted May 27, 2020 Thanks so much, this is awesome! Hype! Share this post Link to post Share on other sites
Houp 237 Posted September 9, 2020 Unfortunately provided script depended on a bug which was luckily fixed in 1.4. However, the fix is causing that provided solution of storing player's inventory and equipment has flaw. What happend: Until 1.3 Event listener did not trigger player events (in this case "On item added to inventory") during "On connected" event which was not consistent and was causing numerous issues. Now event listener listen to all player events immediately. My script in 1.3: In "On connected" it restored (spawned) items to player's equipment and inventory. After that "On item added to inventory" started to work. My script in 1.4: "On item added to inventory" works from the beginning. Spawning the first item to player's inventory (to be able to equip it) will trigger "On item added to inventory" which will cause that "Inventory" variable is set to current inventory state (which was not yet restored). When it tries to restore inventory state, it does not work with the old state of inventory, but it tries to restore already rewritten inventory state. How to fix it: Probably restoring Inventory first and Equipment after it should work. However you may consider to ignore "On item added to inventory" during "On player connected" or you can first get stored state as a string for both inventory and equipment and just after that start to restore (actual item spawn) their state. @RedEagle_P1.> check above if you have used my example from the first post of this thread. Share this post Link to post Share on other sites
RedEagle_P1. 905 Posted September 10, 2020 We are having an issue now where our items duplicate rather than just port over. Is there a way you can patch Explore H and also share the changes? Share this post Link to post Share on other sites
Houp 237 Posted September 10, 2020 EXPLORE H START TROPIC.zip There is just a new empty Entity label and a little change in Player role script/Event listener script: (I tried it only in Play test but it seems to work) Share this post Link to post Share on other sites
RedEagle_P1. 905 Posted September 11, 2020 When we despawn the character they lose ownership over their power barrier and keys. Is there a way around that? Share this post Link to post Share on other sites
Houp 237 Posted September 14, 2020 For keys you can adjust storing instruction to save cylinder ID. However, it will only work as exepected if an user will return to the exactly same world. In different word restoring this number can match the key with chest/doors of another users. Keys do not have any ownership. They are not bound to any user. There are no instruction working with ownership of protective barrier. Probably there is now way how to handle it at the moment. Share this post Link to post Share on other sites