#Jacob's Moons & JLL
4443 messages · Page 5 of 5 (latest)
it's like, if you look at the ship in samplescene, it uses obstacles on the ship doors
me when 450 GreenTree(1)s are not organized in environment
yeah they are used for doors alot
Actually yeah this is if you forget to carve
uh btw if people are interested in mass-updating TS packages, see TCLI https://github.com/thunderstore-io/thunderstore-cli
its how the game allows stuff like dogs to continuously dash and scream at the door and try to path through the door
is this with the github release stuff
You don't need to do it in github actions, but yes it's that
oh yeah, right
like this?
requires code and a certain setup, but it is doable yea
yess now rebake your navmesh, meshboy
yeah, and when you bake navmesh, it wont make any navmesh on that area
mostly it's just the thunderstore.toml file, and then calling tcli publish on it (with your thunderstore API token)
icic, that's not too bad then
that is too complicated, where's the drag and drop 12 files and upload button
Put the thing in da Room layer, unless you do have NavMesh generating for Default in which case it's fine
no clue what any of that mean, but the "Room" layer part
kenji
im doing that
and then i have to go 1 by 1!!!!!!!!!!!!!!!
im taking this out of context
get faster hands
YES
uploading taldor 12 times
also btw you can create a shell or powershell script which has the tcli publishing command so all you need to remember to do it is execute the script and stuff is just done
i just wanna ring a convenient bell in my home to code for me and update for me
Careful if they unionize, it sounds rather menacing

what kind of world do we live in if we cant have that
Also lmao
they kind of depend on me though
word unionise too big for beanlings
i feed them beanie bites
like scooby snacks
they love them
some of them are weird
one is like
has round ears
and hops around
and eats carrots

but its covered in orange paint so it must be a beanling
and it says its one
so i believe them
If it says "Beanling" in the name tag then yeah it must be accurate 
i just hear the song when i see this bunny...
its a piece of pizza to bake a nice pizza
Certified MKUltra trigger moment
it's the mostest bunny that beybladed ever bunny
i thinknms theys had a stronk
Navmesh modifiers are better for interiors than obstacles?
obstacles have a few issues, they definitely have their usecase
if you're not gonna be uncarving or changing stuff midround, then use a modifier volume
Good to know
Not just interiors but ye, if you won't toggle it you should opt for a NavMeshModifierVolume set to Not Walkable 
never seen this emote from you
-# it's cute tho 
I have a couple times ^^

orangle thangle
How does the Item Spawner work?
Hey I have an update thing on the API I've been working on. I have a list of things that I'm unsure about. Unsure if certain things have a place in an api like this or are better off being handled separately by other mods.
So I made a little forum. If you have interest in this project and want to give me some feedback on things you'd like to see and help answer some questions I have it'd be appreciated.
Please answer these questions with what you would actually want. Not assumptions of what others want. What would you use?
I think I made this point fairly explicit in the forum but saying no does not mean you don't want something. The question is should this be a feature of the core api? No in most cases could mean it showing up in some other project later on.
https://docs.google.com/forms/d/e/1FAIpQLScztdqfPiZi6rdDgfsjY-juGohlNkmFI9NCr3-kDoZLKczyqg/viewform?usp=publish-editor
its peam… answer it lads!!
answered it
who are you
form man
DR. FORMS??? IS THAT YOU.
DR. MINECRAFT!??
ARE YOU
ARE
ARE YOU DR. JOB APPLICATION IN DISGUISE??????????
Thank you for everyone who filled this out. I've received some good data from it. I am glad I did it because some of the current trends are actually different from how I would have done it otherwise. Also some fantastic suggestions, some fitting really well with things I already have in place and others could make interesting post release updates imo.
I'm not closing the poll yet for the record. you can still vote if you haven't and want to give feedback.
What does the Raycast Mask do in the Damage Trigger Script?
it's what physics layers the raycast can hit. only matters if you're using the raycasts
oh, ok thanks.
@vapid sundial hi
You’re missing Jeb’s, Jeb Boy ☝️
hi hi im kinda dead in this server but uhm @broken ether is theres something up with your moon mods? they arent wanting to update :/
wrong(ish) thread
Just a warning i probably will take a bit of a break from working on stuff cus hytale released and it's so fun. (i will be addicted)
when does wesley start using a simon emote instead of a jeb emote?
So now you have 2 games you'll be addicted to
Neat
Cus I know you said you look forward to more Schedule 1 too, excited for Friday lol
goated game mentioned 🔥🔥🔥
I think it's a bit quick to be calling it that especially given Hypixel's track record lol I've no doubt it's a good game but yeah goated might be a bit much 
I am thinking of getting the Standard Edition though if I keep hearing good things
nooo get the founders edition, it's worth it
70 dollars for extra cosmetics lmao
yeah fuck supporting games on optional cosmetic payment 🔥
I'm not saying that 😂 they already have a Supporter Edition if you wanna support them the Founders one is really if you wanna spend that kind of money ig, I don't really like spending 70-80 dollars on games and I feel like it's bad enough that most games are making that the standard atm. I am glad that in this case it is an optional thing but I just don't feel right spending that kind of money on a game when I already don't have a very good income
the fuck is hypixel track record
it's their first game
don't tell me Minecraft server drama is on par with developing your own game
I mean they were still involved in child casino stuff
who isn't this days
That's.... not a good excuse lol
how can you pick the worst option in this conversation
telltale aah dialogue choice
i'm not saying that it's not important to care about those things, I'm saying it's irrelevant to the topic and quality of the game lmao
that is true
This is true, but it's still a valid reason to only wanna spend a low amount of money on the game
I've played for a few hours and I'm hooked and cooked
and - when I save for it - I'll gladly get the founders pack
cause I believe the vision
I'm sure the Founders Edition will exist for a while
you'll never see me spending that much money on any game ever even if its like a god sent game from the heavens, but also $70 isn't the biggest deal to spend when you have a job
Yeah
I won't spend it because I don't like supporting the standard of people charging that much for games, even if it's optional it's more of a principal sort of thing. Cus if I spend 70 dollars on a game like hytale, it does tell other developers that the new standard of charging 70-80 dollars is okay when right now most people are trying to push back on it lol
to be honest I've spent that kind of money on games that were dead on arrival
at least here I've got a working product
yes
I'm sure that the early access will be a year or more from now, so plenty of time to buy it
and the benefit of earning money is spending it on stuff you enjoy having/doing
you mean hypixel's track record of being goated in the minecraft community?
I was speaking about the track record of the child casino stuff but I've never heard anything else bad about them other than that time you brought up Hypixel Duals last year lmao, I remember hearing some bad things about that 😂
I'll probably grab the game after I get paid honestly
Been needing some more new games I can play with others I'm really burning out on Lethal tbh
That's sorta why Sylvia fronts more for Lethal now
hypixel is like the role model on that bro. they're like the only server to not exploit paid child gambling. their monetization is just roles and cosmetics (and more recently server hosting) no p2w. they're used often as the example of how servers should instead operate when talking about shitty child gambling servers.
Ahhhh
Well I hopefully should get paid today or tomorrow so I should be able to grab the game soon and set up a role and stuff in the server for people interested
they do have mystery boxes but those aren't like paid things. it's just like free cosmetics you get for playing games and daily redeems. it's not paid real money child gambling like other Minecraft servers often do
that's the closest thing i can think of that you'd maybe think of but that's like. not
attemping to buy a cruiser on pinnacle spawns it in the water ...
well it spawns on the edge of the cliff and then slides off
Are you using imperium?
to spawn it or in general?
If you are, buying a cruiser with it is completely busted
ah okay
With it installed I mean
bros going to be priced out in a few years all these fucking games getting so expensive

No game should cost $50+ imo
Exactly, which makes the Founders Edition feel like a scam and sort of like a predatory tactic to get all the possible cosmetics, if it was 50 dollars I think it’d be more reasonable honestly
Cus it’s more than simply just a donation and supporting the devs when you get extra stuff for spending that sort of money on it and 70 dollars for a few extra cosmetics that supporter doesn’t give is just wild
I bought the standard, that is priced well. There are two other higher tiers for cosmetics if you want to support devs more. I dont mind that, as long as the game is available for a sensible price and theres no content locked behind a paywall im all for higher tiers to donate i dont mind that
Yeah
How does J Weather Object work?
once Unity loads I'll show you
this is how I did Snowichi, disabled stuff, enabled stuff, rebuilt navmesh
removedata is probably unnecessary too cuz rebuilding navmesh works fine but eh
So the active object is the folder that contains everything thats modified?
yeah
except the ambience
Whys the ambience different? Is it not required for it to be in the folder?
i mean
so Snowichi has everything thats enabled by default and snowichi itself is disabled.
So like water, everything thats on it etc I have it under snowichi under environment
but for ambience I have it where every other audio stuff is in systems
right i think i understand, thank you!
henlo, might i know if there's a document explaining how scripts work?
thats the neat part
we don't have one
you're gonna have to ask around and figure it out 
Yeah, you could ask what a script does and someone can probably tell you, or you can ask how to do something and someone can probably tell you what scripts to use. Or you can be cool and read the source code 😎
trvthnvke
how do i use the blower fan then
blow fan goes vroooo
I think you give it a box collider or something and it specify a force. It then blows the player to move them. Idk
sounds right
i think is got a blow origin point too thjo
I remember peeking the source code and a trigger was involved also
last someone asked about the fan script
genius
kind of a shame that after testing it, it's really just a thing that's supposed to be for a fan that blows upwards or something
because putting it sideways results in you now being able to jump and just kinda akwardly gliding
What were you looking for?
a script that just pushes players in a certain hitbox
like a horizontal wind
cuz imagine a gimmick where there's high wind on a moon or interior in a specific spot where you have to balance yourself out against the wind, that could be cool
instead of said wind being merely a decoration
theres probably a way to code that
likely just requires a different type of force applied
ik impulse forces might work
well yeah, the only problem is, i don't see why having the fan script makes you glide even if the wind's strength is horizontal
or whatever blizzard uses
i dont either
just jank ig
there's this in itolib. I don't remember exactly how I made it
launcher, but it's not exactly what i'm looking for though
well, it just slides me up the ramp with whatever force I set.
so it wouldn't have to be a "launcher"
If you're lookin for a fan it can kinda be done
not for a fan, more for a wind
Oh I mean also
like i'm trying to make a sandstorm effect where it just pushes you outside
lc office has fans but idk if it's using the jll script
If you have a PlayerLauncher and call AttachPlayerLocal() without specifying a player it'll do it for the local client
They don't need to be inside a region to have the force applied
Having the launch speed (iirc it's called that but I gotta check) greater than 0 makes it ramp up to the force applied
So it's not immediate basically
Thing is though this might just be pretty jank in general due to the game 
Precision stuff's a bit awkward
You could have the force low enough that the player can win out against it though
it's just pushing a player slowly in a direction
that's the point lol
Then ye I guess just play around with the parameters
the entire point is just making a small strength wind that slowly pushes you, in a way where standing on a small platform is something you have to be careful with in order to stay on it
ah this was it basically
I shall elaborate further on how it could be done but on my thread, for this ain't JLL bein discussed 
thanks
@broken ether chop chop boy
wheres the 
why the
Thanks wetknee moons tag
webbedleast mule crag
How does the J client sync script work?
makes whatever events that are in its "synced event" box play for all clients
dont put more than one on each other
then a loop will occur
useful for most scripts that arent synced
Oh alright Thnaks
If you start I can join in on it
To be fair im thinking of making a gitbook for it
Wait you can't do that, you can't have a library with d*cumentation
It's unfathomable 

<- Also needs to write documentation
Get documented bozo 
Merely listing every component I got in my library in the README (with a short description) took me several days 
Im gonna redo my entire lethalhud readme
So thats gonna be fun
i have bad news cro
i did that 😔
and you did too
i would eat the docs

Is this gonna be the sickboy thing of saying you would do it and then like
Not doing it
Damn 😔
thats a beanie thing
well
i eventually do it
but only god knows when
You’re the sickboy in training
You forgot he’s been doing this from the start
but i actually do things
tee hee
Jk love you stinkboy keep cooking
but we are waiting for dojo…
fuck yeah any help is appreciated
Im gonna put you in dojo

At this point I feel like the Dojo is cancelled bro has been talking about the Dojo since 2024 😭
ive come from the future
lethal company has reached v100
and dojo is coming out in 20 years
ive come from the end of time
im sorry bro
universe is collapsing lets pack it up guys
fuuuuuuuck
How do I repeat an animation when going in a collider?
Does this still apply 2 days later?
you mean 29 Days later
still looking for an answer
Does JLL Work for V80?
I get this log every time Jll is loaded
might be cooked
This might be because of the Dungen version change. Probably needs a recompile? Idk enough to say for sure, and there might be other JLL things that are busted
itll probably be fixed soon :p
itolib is a good alternative but its a lot of swapping scripts when you probably wont have to wait long
yea
i will upload the v80 update when v80 is actually out. i haven't before or plan to update for beta branch. its unstable by design. useful for me to fix things in advanced before the update drops which I've already done a little bit of. but i don't wanna update to that when we are on a platform without the ability to specify game version and everyone uses automatic mod updaters. it would just needlessly break people's games trying to play normally
hey guys, I didn't read any above message because I'm the G. Anyways, when is v80 update being uploaded
its being downemptied actually
not uploaded
Why beanie do this
Does JLL support Dawn tags the same as LLL tags yet?
-# I hope it's JLL that was the one which was meant to do that
i don't think so, no
Does the Attach To Object Script Attach the player To the object?
Seems to let you attach anything to anything else
looking at the code
while being able to set if the thing you're attaching it to controls position rotation or both
Like you could probably technically use it to attach smth to a player? but I'm not jll enough to be able to tell you how to or if there isn't a better script for that
or if that's even what you want
Player to object would require you to somehow put the component onto the player which seems infeasible
Does not seem like attaching a player to an object is something jll can do unfortunately
Aw man
I'm looking into itolib in case maybe there's something in there, what exactly are you trying to do?
Because I see playerattachable and platformgrabbable in itolib's readme and that seems promising but idk enough to be able to confirm if they fit use case
afaik it is used to attach a gameobject to another one, so the position and rotation maintains. If you want something attached to the player you'll need something like J client attach
i love checking my phone, seeing a bunch of discord notifs being like "oh i must've missed something!" and it's this
honestly peak
LMAO
It's happened before just been a while lmfao
You ever sometimes get the notifications of people updating their statuses as well?
XD
Sometimes it's quite funny and confusing when those go through
yeah lmfao
As Skitts said, not really, but you can instead use the Seat controller component/script combined with the interact trigger that overrides the player parent and position with your gameobject/transform
I abused this for my custom scuffed vehicles
this gave me an awful horrible idea
attaching a player to a rigidbody and firing them out of a cannon
I think you mean "awesome"
beanielib rigidbody launcher script...
wait no
they need to sit down first
hmm
PUSHING SCRIPT
You can do really funny stuff with this
I even used it as a way for a player to carry other players without their consent
Or a custom throwable that is basically a pokeball for players lel
I need to see this
how did you let people carry other people without having them interact on their end???
I'm currently working on it and I will publish it when I'm done with it, but I can send you a clip from my tests
one moment
Touch trigger checked on interact trigger
peak
holy peak
is it the jetpack itself??
how does it not grab the player using it?
It can be
I basically created a prefab with all the components that can attached to any other object/item
It can be activated on collision or when a player interacts with it
For the jetpack I also did turn on and off function for grabbing other players so you don't accidentally grab them when you don't want to
It's a lot to explain but the core of it is basically:
Gameobject with Seat controller and Interact trigger that overrides the players parent and location to that object
yeah
I did some unhinged stuff with like 5 additional triggers and components that sync you properly and don't crash the game
touch interact trigger that runs the playercontrollerb seat thing
I also had to remove the player visor because it was not updating it's position fast enough since it's an actual 3D model instead of a UI element
I can let you know when I finish it and send you the prefab with components if you want to mess around with it
ah idk
as for this try physics regions
Before I discovered JLL I was forced to use all the vanilla components like the vehicle script and I did it but man it was a torture to get it working
what the hell
i need to see this just out of sheer curiosity as to how it'd go
I haven't used it before
How would it fix the slow position update problem?
I didn't notice this question lol
I added a very small collider attached to the intereact trigger that is in the middle and just slightly bellow the jetpack model
That trigger turns on the grab feature only when you have the jetpack equipped
The grabbing triggers themselves have "Two handed allowed" unchecked so whenever you are holding the jetpack you cannot trigger it yourself
lets gooo
/jub
/jub
/jibbib
jub
jub
jub
Jeb
I’m Jeb-ing it. And by it, I mean my real emotion
who up jebbing their real emotions rn

It’s like it’s some kind of company monster jeb
I'm Jebbing it, I'm Jebbing it, I'm Jebbing it so good~
You're not real
Me! Me! Me!
hey do you know the issue or how i can fix it so it fully shows the stuff in kill trigger ?
The 1st one is his copy and the 2nd one is my copy
Im Waiting...
are there any errors in the console? Do you have validate references off?
I do have it off
it's the most recent JLL version?
Yes
weird. I don't know what would cause that then
the new JLightningRod script seems to be throwing an error when trying to force a lightning when the weather isn't stormy (ignore weather was set to true)
also a question regarding the Line of Sight script, as I was wondering if there was a way for you to add a secondary event field when the object **isn't **viewed (or stops being viewed) by players
Hey @lean bone, idk if this is something you'd be willing to do, but it seems that V80 made some enemies (like old birds) only able to spawn with a nest. I can't even spawn them with JLL any more which really breaks something I was doing. I might be able to find some workaround, but I feel like maybe the enemy spawner script in JLL should override this setting (or at least it should be an option to).
what do these two checkboxes mean
1- the wait script starts when the game object is enabled
2- the wait is cleared when the game object is disabled
so... check off the top one?
Yeah, unless you want to trigger it by other means
(an event, a player interact triggers)
AN EVENT YES
Hey, so in JLL 1.10.1 it mentions this in the changelog: EnemySpawner now checks if an enemy requires a nest and will attempt to spawn a nest for an enemy if it is required and attempts to spawn.
This seems functional but is there a way to make the enemy actually spawn where the spawner is? It seems to create the nest on a random ai node or something but I need an old bird spawning at a specific location
Sorry @lean bone, is the JLL GitHub out of date? The last thing I'm seeing is from 11 months ago
does the old bird not spawn where you specified? the nest does random place yes
yes it is i haven't gotten to it. Ive not had a working computer for a while. Ill try to do it soon.
It doesn’t seem to. When Unity finishes building bundles I can look again. At first I thought maybe it needed an AI node nearby so I put one but it doesn’t seem to help. Maybe the spawner is too far off navmesh. That or having 2 go at the same time is messing it up.
github should now be up to date on jll
id say hes just quite mediocre
Ok, so I think the issue is that for old birds, they spawn on the nest. Looking at the GitHub code I see the nest spawn part but I don't see anything to force the enemy to where the spawner is. I'm not really sure what the best way to do it would be. Maybe after GameObject obj = RoundManager.Instance.SpawnEnemyGameObject(flag ? hit.position : pos, GetRot(spawnRotation, transform.transform.eulerAngles.y), 0, spawn); runs teleport the enemy to pos? I can't find exactly what code is putting the old bird on the nest so idk if patching that is really doable.
if its teleporting the bird to the nest then that is likely on that enemies start or awake if i had to guess. which would make doing that do nothing
Yeah, ok, so I think it's this in EnemyAI.
public virtual void UseNestSpawnObject(EnemyAINestSpawnObject nestSpawnObject)
{
agent.enabled = false;
base.transform.position = nestSpawnObject.transform.position;
base.transform.rotation = nestSpawnObject.transform.rotation;
agent.enabled = true;
if (RoundManager.Instance.enemyNestSpawnObjects.Contains(nestSpawnObject))
{
RoundManager.Instance.enemyNestSpawnObjects.Remove(nestSpawnObject);
}
nestObject = nestSpawnObject.gameObject;
if (!enemyType.useMinEnemyThresholdForNest)
{
Debug.Log($"Enemy {base.gameObject.name} #{thisEnemyIndex} destroying nest object '{nestSpawnObject.gameObject}'");
UnityEngine.Object.Destroy(nestSpawnObject.gameObject);
}
}
Somewhere in its start it calls that it for nest stuff. I think what you could probably do is just right after your GameObject obj = RoundManager.Instance.SpawnEnemyGameObject(flag ? hit.position : pos, GetRot(spawnRotation, transform.transform.eulerAngles.y), 0, spawn); line just do your own kind of copy of the first 4 lines in that vanilla function where you turn off the navmesh agent, set the position and rotation to that of the spawner, then turn it back on. As far as I understand it this would mean the nest gets randomly placed, the old bird spawns, teleports to the nest, nest is destroyed, old bird teleports right back to the spawner. Or you could try to patch that UseNestSpawnObject function somehow or the EnemyAI start function but I kind of think the teleporting method would be good enough.
if its part of their start method then that wouldn't work because start isnt called until the start of the next frame if i remember correctly. so setting the position a second time in my code would do nothing