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Messages - Amade

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316
Modification Help / Re: Checking if an object is a vehicle
« on: December 06, 2011, 04:47:44 PM »
if(%obj.getClassName() $= "WheeledVehicle")
If you wanted to check if it was any vehicle - not just a wheeled one - you would use if(%col.getType() & $Typemasks::VehicleObjectType)

317
Modification Help / Re: Set Field-of-View (Fov)
« on: December 01, 2011, 08:16:34 PM »
You would either need client-side coding or a separate player datablock for use with the gun to make this work.

318
Drama / Re: Plant-Crashes server for no reason
« on: November 30, 2011, 09:38:07 PM »
something else wasnt fixed a year ago....
I've looked at it more than once and it doesn't make sense. There's nothing that would make it trigger twice. The only thing I can think to do is put a timeout on it.

319
Drama / Re: Plant-Crashes server for no reason
« on: November 30, 2011, 08:10:10 PM »
Lol, I remember when I ended up crashing the ARES server three times with this bug. Eventually tingalz and I figured it out and alerted amade.


A YEAR AGO
It was fixed, dumbass. Badspot changed the way the hammer works.

320
Drama / Re: Plant-Crashes server for no reason
« on: November 30, 2011, 07:48:46 PM »
Just uploaded v9, which fixes this bug, so download ASAP.

321
Drama / Re: Plant-Crashes server for no reason
« on: November 30, 2011, 06:12:42 PM »
I'm glad bot events has an issue that if isn't fixed will make people not want to use it anymore. I dislike bot events enough already for screwing up checkpoints.
that was fixed ages ago lol, someone's butthurt

And I thought so was the glitch involving the hammer, bots shouldn't be able to use hammers/wands effectively, I think I'll have to try another method to prevent this..

322
Modification Help / Re: How to locate a sun?
« on: November 25, 2011, 12:08:19 AM »
Just loop through the missionGroup and check the classname of each object.

323
Modification Help / Re: Packaging a Ramp Brick
« on: November 24, 2011, 04:47:29 PM »
Anyone know how to get a .dts collision file working for ramp collision? Or for that matter, how to package it in a 3D program?
I've found this tutorial helpful. Collision is discussed primarily in section 4 (vehicles).

324
Modification Help / Re: ammo scripting help??
« on: November 24, 2011, 04:44:23 PM »
Weapon_Package_Tier1/server.cs, line 13
   RTB_registerPref("Starting Rifle Ammo","Tier+Tactical Ammo","$Pref::Server::TT2Ammo","int 0 180","Script_GamePreferences",15*6,0,1);

Just change the 180 to whatever you want the maximum to be, but be aware that this will affect all other weapons that use the rifle (556) ammo type in addition to the Combat MG.

325
Modification Help / Re: ammo scripting help??
« on: November 24, 2011, 11:20:46 AM »
It's controlled by tier tactical and not set in this script. You can change it with the RTB pref "Starting Rifle Ammo" under the heading "Tier+Tactical Ammo".

326
Modification Help / Re: Packaging a Ramp Brick
« on: November 24, 2011, 12:03:18 AM »
I recall that abnormal collision meshes require a .dts shape for use as a collision mesh.
I'm also pretty sure there's not any way around the stretching issue, you see that on some other large bricks.

327
Modification Help / Re: Deleting all of an object.
« on: November 23, 2011, 06:23:34 PM »
1.  That is not the correct syntax for a for loop.
Yes it is, it'll work just fine.
Here's a for loop I've used before:
Code: [Select]
for(%currTime = formatDate(getDateTime()); DateGreater(%currTime, $CycleBasis); $CycleBasis = DateAddition($CycleBasis, $CycleLength))
{
$cyclesPassed++;
}
While you could argue its messiness, it is syntactically correct and does what it's supposed to.

2.  The point of a loop is to do something multiple times.
If the object your affecting disappears every time the loop goes, if you try to delete a non-existent object, Blockland will throw it's hands up in dispair and give you a annoying error message saying "no such object!". If you're trying to delete multiple objects, you need to have the code delete a new object every time.
Since the loop is using isObject it isn't possible to create an error because the object does not exist.

3.  A string is not an object.
It will always return false.
You need to give it an actual object, like a player object or brick, for it to confirm it's an object.
If an object is given a name (such as localClientConnection) it can be referenced by its name.

328
Modification Help / Re: Deleting all of an object.
« on: November 23, 2011, 03:03:54 PM »
A simpler way of doing that:
Code: [Select]
while(isObject("Object"))
{
Object.delete();
}

329
Modification Help / Re: Looping a function
« on: November 17, 2011, 11:56:43 PM »

Actually you're just a moron eager to flaunt some information you've picked up but misinterpreted. You aim only to make yourself look supreme by bashing examples posted by others that supposedly contain flaws that you also committed in the examples you posted. You're not helping the poster of the thread at all.

330
Modification Help / Re: Looping a function
« on: November 17, 2011, 08:04:00 PM »
Not quite, that'll eventually cause a crash because the schedules don't delete properly or something like that.
The reason for cancelling a schedule at the start of a periodic function like that is to prevent multiple loops from being created if the function is executed more than once.

Please don't use eval, except as a very last resort. It greatly increases the chance of unintentionally creating a security flaw.
This is entirely false.

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