Posts by yahwho

    Looks looks some of what I've asked for is in https://javadoc.rising-world.n…orld/api/objects/Npc.html


    I can see a getClothes method but not a setClothes one.


    I'm assuming that's because it is a little more complex, as it would need methods such as npc.getClothes(Type.shoes) npc.getClothes(Type.hat) etc.


    Still, would be super useful to set clothes of an npc, even if it was limited to full 'costumes' which would mean only one method with a parameter. Such as npc.setClothes(Costume.Armour1);

    Can we please get more access to the dummy NPCs via the API?


    Such as setting clothes, setting name, setting invincibility, maybe even aggression?!


    I don't think this is currently possible via the API, please correct me if I'm wrong!

    Which game? Java (old version) or Unity (new demo)?

    What operating system are you using?

    Have you installed latest OS updates?

    Do you have multiple monitors?

    Does the problem persist after a power cycle (power machine off, disconnect power supply, hold power button for 5 seconds, connect power supply and restart)?

    Are you running in full screen or windowed mode?

    Have you Ctrl+TAB'd?

    Are you using a none-default scheme? (type main.cpl into a run box to check mouse pointer settings)?

    And finally, the mouse pointer in game is image file, if this file is somehow corrupt of missing the cursor would not show. If you use Steam version you can validate your game files with these instructions - https://support.steampowered.c…le.php?ref=2037-QEUH-3335


    P.s. Welcome to Rising World :)

    In theory you could animate something with the current API. Multiple static models working as one. Then individually moving each object model to a new position. Giving the impression of one model that is animated.


    It would be fiendishly hard, to put it mildly for any complex animation.

    Hi red51


    In the new version, if it's not too much hassle can we get some methods in order to see how many resources a blueprint costs?


    Something like...


    Code
    onPlayerPlaceBlueprint(PlayerPlaceBlueprintEvent event){
    int lumber = event.getLumberResources();
    int stone = event.getStoneResources();
    int iron_rods = event.getIronRodResources();
    // etc etc.
    }


    :monocle:

    I'm guessing copying files even with a valid serial won't work. It's not the normal way to install - no registry entries, and it would be far too easy to pirate a game if you could do what you're attempting.

    Thanks for the replies. I'm surprised to hear there is hand jittering I would have assumed they would be children of the FPS camera. But as I've never written a game larger than a small world I'm far from an expert in the field. 64,000^2 seems a decent playground to me! :D

    I know the current version is not infinite and that the further you move away from 0 0 the more glitching you get between game chunks.


    I remember Red you saying that this will be improved in the new version, but can I ask to what degree and has this been something you have tested already?


    Just for a test, I just went to 500,000 500,000 and oh boy was that a horrible place to be in :wat:


    The question is, what would reasonably be the playable worldspace or will the Unity version be truly infinite?


    Well the specific "animation" (it was their choice of wording) I was looking at on a Unity forum discussion was in reference to animation of dropdown menus, in contrast to static.


    Here's a closest visual example I could quickly find. Not great I know.


    32a879637c1c7190e977538d14730383.gif



    Regardless, as long as there are some simple UI elements to play with I will be more than happy. :thumbup:

    First API post! Woop! Lol.


    Okay, silliness out the way.


    Red, you mentioned that the API UI will be based on Unity UI Toolkit. Does this mean that not only will we use Flex (very cool btw) but we'll also be able to create animated UI menus, along the lines of animated drop down menus etc?