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Messages - Whirlwind~

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76
Suggestions & Requests / Re: Special Event_filmbots?
« on: December 15, 2015, 06:05:02 PM »
Event implementation is already on my to-do list.

My plan is to save scenes to the server per client. You will record like normal. Then to play back a scene, you'll use something like "onActivate > Self > playScene > 1,3-5,8". This will play the specified scenes of the client who owns the brick, even if they aren't on the server.

Saving the scenes to the brick does sound interesting though, especially if ownership of the brick is lost/changed... I'll keep it in mind.

77
Modification Help / Re: Film Bots
« on: November 26, 2015, 04:42:25 PM »
The way I did it was by using the item mod then switching to the gun in the inventory but that wasn't possible. Unless you have done it in a different way that I don't know about

Thats basically the way I did it... Hmmm

78
Modification Help / Re: Film Bots
« on: November 26, 2015, 12:37:36 AM »
I have an issue and this issue is that bots can only use one item so if I am trying to use an item mod like this one then I can only put the disguise on and it won't allow the bot to use any other items in the inventory. I would really appreciate if you could fix this and in fact it would add in the ability for item switching


That mod seems perfectly compatible with this one. Am I missing something?

79
Modification Help / Re: Film Bots
« on: November 24, 2015, 10:02:34 PM »
Sorry that there hasn't been any progress lately. I've been kinda distracted with school stuff. But I definitely haven't forgotten about this mod.

there seems to be an issue with the bots and tire + tactical weapons because when a weapon is out of ammo and needs reloading, the filmbots don't reload. Can this be fixed?
Yep, I have the same problem. I'm not sure if there's a fix for this however. But we'll see what WhirlWind~ will have to say about this when he has the time to reply.
The bot doesn't really "shoot" the weapon. I just made it so it sets the weapon's state to "fire". This also explains why bots will fire their weapon after death. I need to find a better way to do this.

i think that files under light support
if the bot can use light, it should be able to reload cause the guns override that
There is light support, but the bots still don't reload. My guess is that since they are bots and not players, T+T doesn't register light as the reload command. Which is strange since I am able to use the jet key (secondary trigger) for some of the special weapons that make you sit, like the laser cannon. I'll try and find some code to work in a workaround.

I have an issue and this issue is that bots can only use one item so if I am trying to use an item mod like this one then I can only put the disguise on and it won't allow the bot to use any other items in the inventory. I would really appreciate if you could fix this and in fact it would add in the ability for item switching
This probably has to do with the above mentioned.

For some reason the turning head animation is not working.
Is this still an issue? I wasn't able to reproduce this.

A lot of people want to know how to use the hatmod on your filmbots,
I will see if I can make a workaround specifically for hats...

if you use teledoors with different rotations, then bots will come out of teledoors facing the wrong way.
Is teledoor support really necessary? That seems pretty complicated to fix.


This mod isn't dead, I just needed a br...
Speaking of brakes, can't wait to see if a better vehicle support will be a thing.
...Yea me 2

80
Suggestions & Requests / Re: Tool Request:fill wrench
« on: November 18, 2015, 04:25:35 AM »
It may not help in this situation, but http://forum.blockland.us/index.php?topic=279983.0

81
Suggestions & Requests / Re: text to speech server addon...
« on: November 18, 2015, 04:19:02 AM »
Your only options for tts in blockland is connecting to something external

Not entirely true...
You can get sound files for all the phonemes, use a phoneme dictionary like this one
http://svn.code.sf.net/p/cmusphinx/code/trunk/cmudict/, then its just a matter of looking up a word someone says in the dictionary and playing the sounds one after another.

Oh look. Random code. Wonder what it does...
Code: [Select]
exec("./timing.cs");
$Phonemes = "AA AE AH AO AW AY B CH D DH EH ER EY F G HH IH IY JH K L M N NG OW OY P R S SH T TH UH UW V W Y Z ZH";

for(%i=0;%i<getWordCount($Phonemes);%i++)
{
%a = getWord($Phonemes,%i);
eval("datablock AudioProfile(Phon_"@ %a @") { filename = \"Add-ons/Server_ChatSpeech/Phonemes/Phon_"@ %a @".wav\"; description = AudioClosest3d; preload = false; }; ");
}

%pfile = new FileObject();
%pfile.openForRead("Add-ons/Server_ChatSpeech/cmudict.txt");
while(!%pfile.isEOF())
{
%a = %pfile.readline();
$SpeechDict[firstword(%a)] = getwords(%a,2);
}
%pfile.close();

package ChatSpeech
{
function serverCmdmessageSent(%client, %text)
{
parent::serverCmdmessageSent(%client, %text);
echo(%text);
chatSpeech(stripChars(%text,"!@#$%^&*()_+=-,.?"));
}
};

function chatSpeech(%text,%tpos,%wpos)
{
//echo(%text,%tpos,%wpos);
if(%tpos$="")
{
%tpos=0;
%wpos=0;
}

if(%tpos<getWordCount(%text))
{
%a = $SpeechDict[getWord(%text,%tpos)];
if(%a!$="" && %wpos<getWordCount(%a))
{
%b = getsubstr(getWord(%a,%wpos),0,2);
for(%i=0;%i<clientGroup.getcount();%i++){eval("clientgroup.getobject("@%i@").play2d(Phon_" @ %b@");");}
$ChatSpeech = schedule($Speech[%b],0,chatSpeech,%text,%tpos,%wpos++);
}
else
$ChatSpeech = schedule(100,0,chatSpeech,%text,%tpos++,0);
}
}

activatePackage(chatSpeech);

82
General Discussion / Re: What happens if you have 2 blocklands open?
« on: November 16, 2015, 03:43:14 AM »

83
Modification Help / Re: Film Bots
« on: November 10, 2015, 04:14:09 PM »

84
General Discussion / Re: "Your mission should you choose to accept it..."
« on: October 29, 2015, 12:42:37 AM »
a timer based on difficulty seems better

give each player 3 or so missions that range from easy to hard?
This implies that the player will have to select their mission beforehand. Having 3 mission options on the screen at once may get in the way. If there were 3, each would require a separate timer.

Quote from: Obliviongate20
but you could ask for another listdepends
The problem with asking is players could just refresh the list until they get something better.
Maybe theres only a limited amount of refreshes per game.



It would be funny if one player's mission was to protect another another player, but that player's mission was to kill themselves

85
General Discussion / "Your mission should you choose to accept it..."
« on: October 28, 2015, 10:31:02 PM »
This is a game concept that has been bouncing around in my head.

Basically, everyone in the game receives a mission. If they complete their objective they will receive points.
For example, a player might receive a mission to deliver a package or find a hidden item.

Of course the fun starts when missions conflict.
For example, one player's mission will be to guard a diamond, while another player's mission will be to steal the diamond.

Or a mission might just be kill someone.

This concept is similar to bounty hunter, except it's not limited to just killing.

Thoughts:
-The missions will likely have some kind of timer. Not sure if it should be "Everyone has 5 minutes to complete their mission" or if everyone gets their own personal timer based on mission difficulty.
-Some missions might have a dependency on each other such as the diamond guard and thief where the absence of one will make the other pointless.
-Harder missions will probably earn more points than easier ones, but how would I decide this scale?
-Should you be allowed to refuse a mission?
-If you die do you immediately fail the mission?
-How to deal with RDMers?
-Mission Modifiers: For example, disabled chat, small, large, horse

Mission ideas:
  • Kill player X
  • Get to point Y
  • Protect X
  • Get X
  • Get X and get to Y
  • Touch/Click someone with this mission
  • Ride in vehicle Y
  • Destroy vehicle Y
  • Die from fall damage


I'd like some input from the community. Post about your opinion of this gamemode, ideas of missions, or thoughts that will need to be clarified.

86
Modification Help / Re: Film Bots
« on: October 05, 2015, 09:25:50 PM »
Awesome, we have GUI now, now how the forget do I turn it off when I'm filming
Uhh... what GUI? You mean the bottomprint with the timer?

I think theres another mod that removes all that stuff.

can't wait to see if a better vehicle support will be a thing.

Heh.. maybe ;)
YEA OR MAYBE NOT BECAUSE HOLY CRAP VEHICLES ARE COMPLICATED AND TRANSLATING PLAYER MOVEMENT INTO MOVEMENT COMMANDS FOR BOTS IS RIDICULOUSLY COMPLICATED. I MEAN SOME PLAYERS STEER WITH THEIR MOUSE AND OTHERS STEER WITH THE KEYBOARD; HOW AM I SUPPOSED TO COMPENSATE FOR BOTH METHODS? IF ONLY I HAD ACCESS TO THE SOURCE CODE TO FIGURE HOW BADSPOT DOES IT. I DON'T GET WHY THE BOTS CAN MOVE FORWARDS AND BACKWARDS BUT LOSE THEIR stuff WHEN TRYING TO TURN. I ALSO LACK THE TIME AND MOTIVATION TO GET ANYWHERE ON THIS MOD. LITERALLY THIS IS MY FIRST EVER ADDON AND PEOPLE EXPECT GODDAMN GUIS AND FRAME PERFECT RECREATIONS OF EVERY SINGLE ONE OF THEIR MOVEMENTS. MAYBE GREEK2ME OR PORT SHOULD TAKE OVER THIS MOD CAUSE THEY PROBABLY KNOW WHAT THEY'RE DOING AND IM JUST SLAPPING CODE TOGETHER AND HOPING IT STICKS. I MEAN GIVE ME A BRAAAAAAAAAAAAAAAKE... jk I like making this and will do the best I can.

87
Modification Help / Re: Film Bots
« on: October 04, 2015, 02:01:20 AM »
Not really sure if head turning deserves its own version but w/e

Version 1.4
  • Added support for head turning.



This mod isn't dead, just give Whirlwind a brake


88
Modification Help / Re: Film Bots
« on: October 04, 2015, 01:15:10 AM »
do you think you could add support for the turning head animation? You know, when you press the free look button to turn the head around.
Nice! I can't wait for head turning now!
Sweet! All we need is head turning and I can begin filming with this! Huge project in mind too.

Your prayers have been answered.


89
Modification Help / Re: Film Bots
« on: September 30, 2015, 07:45:45 PM »
2 months (60 days)

90
Modification Help / Re: Film Bots
« on: September 15, 2015, 03:39:51 AM »
Is there anyway to give the bots command given items? Like giving a bot a hat that could only be worn by typing /hat

Not to my knowledge

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