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Modification Help / Re: Ark - RPG
« on: July 29, 2015, 09:22:39 AM »
Shop is now 100% functional. Will be moving on to redoing map and revamping buggy AI code.

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return; // not exactly sure what this does, but it might just be an end statement???The return; statement stops the code from running, whilst allowing the function to return data.
function findClientByName(%name)
{
for(%a=0;%a<ClientGroup.getCount();%a++)
{
%b = ClientGroup.getObject(%a);
if(strStr(%b.name, %name) >= 0)
return %b;
}
return false;
}
Disclaimer: I'm not sure if findClientByName is at all written in torque script - it might be written in the c++ side of the engine.return; // returns nothing, used to terminate the current code being ran.
return true;
return false;
return 100-50;
return %a-%b+c;
return %string;
return %word1 SPC %word2 SPC %word3;
return strLen("THIS IS A STRING");
function minus(%a, %b)
{
return %a - %b;
}
function main()
{
%blah = 9;
%what = 5;
%result = minus(%blah, %what);
echo(%result);
// '4' is what should be echo'd in console.
}
function getOneHundred(%count)
{
if(getRandom(0, 100) != 100)
return %count;
else
return getOneHundred(%count+1);
}
This will run (infinitely) until getRandom(min, max); generates '100' as a random number. In the event that it doesn't generate '100', it will call itself again to generate it (thus again.. infinitely). Also, while it's doing that, I'm making it pass an argument of %count to keep track of how many times it is calling itself. That way I can see how many attempts it needs for it to roll '100'.cancel already checks to see if the specified event exists (and doesn't have any side effects otherwise), so the isEventPending check is redundant.Ahh thanks, I'll edit my code above.
Is there a function to cancel a schedule? I tried running cancel("function"); and cancel($Package::Schedule); but neither do the trick. I have 10 schedules on a loop and I have no idea how to cancel one before starting another.cancel($Package::Schedule); is correct syntax. You must be wrongly defining the variable as the schedule.
function doLoop()
{
cancel($MySchedule);
// DO STUFF
$MySchedule = schedule(1000, 0, doLoop);
}
as in 1-10.Playable version is probably at a 4. Release is probably at a 1 or 2.
Me too, when I first saw it. But this is interesting, enough.Done as in.. alpha/beta/release stage?
PS: Any good progress?
On a scale of 1-10, how done are you?
uh maybe u can put some kind of fight music when you go into battleOOOoo I like the idea.
Nodes are simply each 'thing' that is exported in a DTS file. So, each individual object and armature/joint/bone is a node. If you have no nodes, you have no object.Ahh, I see. I'll try adding joints to my objects.
So far blockland has zero support for textured image files.False.
All models render on solid colors in the form of small, cubic .png files
Check Weapon_Gun. You need to arrange colors in the format of the ones found there. The size of the .png isn't actually important, but it is suggested you use a 1x1 pixel to represent the color.
Can you put the way the character is told when he levels up in here: https://www.youtube.com/watch?v=BTRgNs5W1kcI definitely could!
Into your rpg?
Your problem: To color shift things, DON'T export as translucent & additive. Export WITHOUT those enabled.I've already tried to color shift things (using Milkshape) with those disabled. At least the item appears transparent with them on.
wooI'm using a blank.png texture I made containing a alpha transparent image. Along with that I'm setting the export settings for the material/texture to be translucent and addidtive. The item appears in game as white and transparent/see through.
Can you possibly give more detail in this? What are the colors/texture files of the model, and what does it look like without color shifting?
Unfortunately I can't help you with creating nodes in Milkshape, as I only use Blender. :(