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Messages - Mawpius

Pages: [1] 2 3
1
Modification Help / Re: Metropolis RPG Beta Bug Report Thread
« on: December 23, 2013, 01:02:10 PM »
Quote
- Can spawn items with "spawnItem" event for free
- Can spawn vehicles for free
- /help items doesn't show item prices
- Half of the city rp events can't be used because variableTrue/False is admin only
- Can't buy an axe from the labor terminal
- BuyResources doesn't work
- Can sell ammo to people but can't buy it from yourself
- Can't spawn items through the wrench GUI (used to work properly)
- Bow doesn't use up ammo, so has unlimited shots with just 1 bolt ammo
- Personal spawns don't work
- "ERROR: File "/shapes/sky/stars.dml" is not in one of the default directories" appearing in console a lot
- Shop Keeper events don't work on the actual baseplate of commercial lots
- Self defense doesn't work
- Attacking players doesn't give you demerits
- /local doesn't work
- Can rapid fire the baton

2
General Discussion / Re: MetroRP Beta Bug Report Thread
« on: December 19, 2013, 09:32:36 PM »
- Can spawn items with "spawnItem" event for free
- Can spawn vehicles for free
- /help items doesn't show item prices
- Half of the city rp events can't be used because variableTrue/False is admin only
- Can't buy an axe from the labor terminal
- BuyResources doesn't work
- Can sell ammo to people but can't buy it from yourself
- Can't spawn items through the wrench GUI (used to work properly)
- Bow doesn't use up ammo, so has unlimited shots with just 1 bolt ammo
- Personal spawns don't work

3
Modification Help / Re: States/Sequence Issues | Need Scripter as well
« on: February 18, 2013, 07:45:50 PM »
I hope this will help:

Code: [Select]
// Plays activate animation for 1.5 seconds when you first pull it out
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "Ready";
stateTimeoutValue[0] = 1.5;
stateSequence[0] = "activate";
stateSound[0] = weaponSwitchSound;

// We're idle and ready to start charging
stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Charge";
stateAllowImageChange[1] = true;

// Play charge animation for 1.2 seconds. Go to Armed if waited full 1.2 seconds, go back to Ready state if released too early
stateName[2] = "Charge";
stateTransitionOnTimeout[2] = "Armed";
stateTimeoutValue[2] = 1.2;
stateWaitForTimeout[2] = false;
stateTransitionOnTriggerUp[2] = "Ready";
stateAllowImageChange[2] = true;
stateScript[2] = "onCharge";
stateSequence[2] = "charge";

// We're charged up, go to Fire state when we release mouse
stateName[3] = "Armed";
stateTransitionOnTriggerUp[3] = "Fire";
stateAllowImageChange[3] = false;

// Play fire animation for 0.5 seconds, then go back to Ready state
stateName[4] = "Fire";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.5;
stateWaitForTimeout[4] = true;
stateAllowImageChange[4] = true;
stateScript[4] = "onFire";
stateSequence[4] = "fire";
stateSound[4] = PowerArcaneFireSound;

(I didn't test it)

4
Modification Help / Re: I need help fixing this QQ glitch.
« on: February 15, 2013, 10:08:52 PM »
replace
Code: [Select]
stateTimeoutValue[0]             = 0.15;with
Code: [Select]
stateTimeoutValue[0]             = 1;for a 1 second delay.

5
Help / Re: Buffer overrun
« on: November 21, 2012, 09:09:44 PM »
I should be okay for a while, this is how I'm doing it:
Code: [Select]
    baseShape = "base/p/1/1.dts";
    sequence0 = "base/p/1/1_1.dts root";
    sequence1 = "base/p/1/1_2.dts run";
    etc..

But I hope it can be addressed in the engine..

6
Help / Re: Buffer overrun
« on: November 21, 2012, 05:17:54 PM »
That's what they were, but "Before sending it over the wire, the engine expands "./jump_around.dsq jump_around" into something like "starter.fps/data/shapes/characters/jump_around.dsq jump_around"".

7
Help / Re: Buffer overrun
« on: November 21, 2012, 05:12:20 PM »
This is what is working:
Code: [Select]
datablock TSShapeConstructor(DunGenPlayer_Dts)
{
baseShape  = "config/p/DunGenPlayer.dts";
sequence0  = "config/p/DunGenPlayer_root.dsq root";

sequence1  = "config/p/DunGenPlayer_run.dsq run";
sequence2  = "config/p/DunGenPlayer_fall.dsq walk"; // not even used in the playertype afaik
sequence3  = "config/p/DunGenPlayer_back.dsq back";
sequence4  = "config/p/DunGenPlayer_side.dsq side";

sequence5  = "config/p/DunGenPlayer_crouch.dsq crouch";
sequence6  = "config/p/DunGenPlayer_crouchrun.dsq crouchRun";
sequence7  = "config/p/DunGenPlayer_crouchback.dsq crouchBack";
sequence8  = "config/p/DunGenPlayer_crouchrun.dsq crouchSide";

sequence9  = "config/p/DunGenPlayer_look.dsq look";
sequence10 = "config/p/DunGenPlayer_headside.dsq headside";

sequence11 = "config/p/DunGenPlayer_jump.dsq jump";
sequence12 = "config/p/DunGenPlayer_jump.dsq standjump";
sequence13 = "config/p/DunGenPlayer_fall.dsq fall";

sequence14 = "config/p/DunGenPlayer_armattack.dsq armAttack";
sequence15 = "config/p/DunGenPlayer_armreadyright.dsq armReadyRight";

sequence16 = "config/p/DunGenPlayer_death1.dsq death1";

sequence17 = "config/p/DunGenPlayer_sit.dsq sit";

sequence18 = "config/p/DunGenPlayer_activate.dsq activate";
sequence19 = "config/p/DunGenPlayer_activate2.dsq activate2";
};

They were originally in "Add-Ons/GameMode_DunGen/data/players/Player_DunGen". According to the link I posted it was improved in a later version TGE.

8
Help / Re: Buffer overrun
« on: November 21, 2012, 04:24:26 PM »

9
Help / Buffer overrun
« on: November 21, 2012, 04:13:06 PM »
I get a buffer overrun error when loading my server with a playertype add-on I made. Some searching brought me to this this (I know it's old but so is blockland), and after shortening the sequence paths in the player datablock it stopped giving me the error. Still, I want to add plenty of animations to my playertype so I would surely run into the same problem. Is there another way, or can this be fixed?

10
General Discussion / Re: Glass' Trench Wars (Updates Soon)
« on: September 15, 2012, 10:56:53 AM »
Good times were had on your server, thanks

11
Gallery / Re: Oriental Mish-Mash
« on: September 12, 2012, 04:12:39 AM »
veddy lovey. I especially like the ones with your builds in them.

12
Gallery / Re: my superbheros ~warning pagestretchy-
« on: April 18, 2012, 11:47:44 AM »
omg das amaznnn

13
Suggestions & Requests / Re: Water-Cancelling Bricks
« on: February 09, 2012, 10:59:59 PM »
So you have a cube brick that makes a trigger, and when you enter/leave the trigger it uses
%brick.PhysicalZone.deactivate(); and %brick.PhysicalZone.activate();

14
Modification Help / Re: Mount points for jet emitters
« on: February 09, 2012, 12:30:57 PM »
Looking through m.dts, the only two nodes that would make sense for jet emitters are mount3 and mount4 (there are no 'emitter' nodes). There are some properties for jet emitters, but my playertype pulls everything but movement speed from playerStandardArmor.

15


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