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Messages - Quartz

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46
Add-Ons / Re: More Vapes
« on: November 15, 2017, 05:32:31 AM »
Add a random chance the Li-battery will explode in your face. Extra realism.

47
Games / Re: Blocklanders @ Battle.NET
« on: November 03, 2017, 03:58:49 PM »
12 man strong!

48
Games / Re: Blocklanders @ Battle.NET
« on: October 25, 2017, 02:52:46 PM »


am I doing something wrong?
Try it through the browser.

who the forget even uses blizzard battle net

its loving garbage
Everyone who plays any Blizzard game released since WoW. And now Destiny 2.
So my wild guess is over 4 million people?

49
Games / Blocklanders @ Battle.NET
« on: October 25, 2017, 05:39:38 AM »
I made a Social Group for Blocklanders. (new Battle.NET feature)

Join the group!





Image: (Clickable)

Basically if you want to join, you'd have to set your client's region to Europe via the App's login box.

50
Modification Help / Animated textures in particles, do they work?
« on: October 02, 2017, 08:41:11 AM »
Has it actually worked for anyone before?

51
By the way reading documentations especially when new to coding in general is painful as I have tried this in my early years and didn't get it until I got a lot more experience. I had to look at a few weapons and scripts (some scripts were actually in the add-ons folder before they were put in the dsos) - although everyone learns differently. I prefer reading code to figure out how it works - documentation does help figure out some of the code.
Depends on how heavy the documentation is and how experienced the person is.
I found the Scripters > Reference > TorqueScript Overview chapter in the TGE Docs very useful when I started.

52
If you wanna learn TorqueScript, I recommend reading the documentation provided by GarageGames.

Official Torque Game Engine Documentation
Here's a list of things you can read (read it in this order):
Scripters > Reference > TorqueScript Overview
Reference > Console Functions (virtually all of these functions work within Blockland)
Reference > Console Objects (virtually all of these objects work within Blockland)

Here's some extra links for making add-ons:
GameMode Reference
Event System Reference

It's good education to look inside other add-ons. Many of the default add-ons include helpful comments too to get you going.
Console fiddling can be useful. Try trace(1); (to activate) and trace(0); (to deactivate) and it will print TorqueScript functions being executed into the console. (can be useful when making packages)

Good luck!

53
Modification Help / Re: How does the polyhedron attribute work?
« on: August 02, 2016, 05:15:00 PM »


The first point is an offset from the position of the trigger, the last 3 points are 3 orthogonal vectors to make a box from that point.

For example, this polyhedron will make the trigger centered on it's position:
"-0.5 -0.5 -0.5 1 0 0 0 1 0 0 0 1"
Thanks, that's the best description.

54
Add-Ons / Re: [Server] Event Restrictions
« on: July 21, 2016, 09:51:56 PM »
you should probably shorten the commands so it probably doesn't have to be a pain typing all that

i could be wrong and im just lazy but ye


overall this add-on is p gud
It's not like you have to type it a lot, only when set up a new server.

Good add-on!

55
Off Topic / Re: Calculate your steam account
« on: July 16, 2016, 05:10:25 PM »
Nothing beats this guy (not me):

My Steam Profile (from SteamDB)

  • Worth: $42382 ($11994 with sales)
  • Games owned: 5137
  • Games not played: 3167 (62%)
  • Hours on record: 11,578.7h

56
Modification Help / Re: [Resource] Rotate Player Relative
« on: June 15, 2016, 12:28:05 PM »
Get on Battle.NET or Steam! :panda:

57
Modification Help / Re: [Resource] Rotate Player Relative
« on: June 15, 2016, 11:59:26 AM »
You're up late.

58
you should shrink that picture (use width=900 in the image tag like [img width=900]), take another picture of the setup and the direction your player is facing before doing the camera, and explain what we should actually be looking at
Before the camera the player was 50% vertical. The camera is aiming straight down from the players eyePoint.

59
This is where the camera is placed. I don't understand.

Code: [Select]
%player = %client.player;
%raycast = containerRaycast(%player.getEyePoint(), VectorAdd(%player.getEyePoint(),VectorScale(%player.getForwardVector(),5)),$Typemasks::All);
if(%raycast !$= "")
%pos = getWords(%raycast,1,3);
else
%pos = VectorAdd(%player.getEyePoint(),VectorScale(%player.getForwardVector(),5));
  %delta = vectorSub(%player.getPosition(), %pos);
  %deltaX = getWord(%delta, 0);
  %deltaY = getWord(%delta, 1);
  %deltaZ = getWord(%delta, 2);
  %deltaXYHyp = vectorLen(%deltaX SPC %deltaY SPC 0);

  %rotZ = mAtan(%deltaX, %deltaY) * -1;
  %rotX = mAtan(%deltaZ, %deltaXYHyp);

   %aa = eulerRadToMatrix(%rotX SPC 0 SPC %rotZ);
%cam=%client.camera;
%cam.setTransform(%pos SPC %aa);
%cam.setFlyMode();
%cam.mode = "Observer";
%client.setControlObject(%cam);
%cam.setControlObject(%player);

60
Okay.

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