Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Schorle

Pages: [1]
1
Modification Help / Re: How to start out?
« on: September 02, 2012, 10:45:14 AM »
Well, yes some stuff was not correct, i am sorry.

2
Modification Help / Re: How to start out?
« on: September 02, 2012, 09:29:08 AM »
"exec" re-executes your script manually.

When Blockland starts up, it converts all file.cs files into machinecode (i think .dso?) and loads them into its cache. If you change your file.cs while Blockland is running, and then call your function from the console again, it will execute the cached version (the old one).

Exec reloads your file.cs into Blocklands cache.


If you're a beginner, your Blockland will crash regularly from reexecing scripts due to wrong syntax. If that happens, and you want to check what the f*ck happened, open the console.log in your Blockland folder and scroll down till the end of the file. The console.log (open it with notepad for example) is a log of what Blockland did while it was running, stuff like echo("test test"); will appear in this log.



The %obj.dump(); function might be of some use to you, too. It writes all related functions to that object into the console, and therefore into console.txt.
%obj is a variable, the . indicates that dump is called on %obj.
%obj could be a client number for example or a number of an object (vehicle/player maybe)
Try looking at a vehicle, enter /getid into the chat, memorize the number as %number and enter %number.dump(); into your console. Magic happens.

Vehicle example:
Code: [Select]
%number.addVelocity("0 0 10");
("0 0 10") is a 3d vector, with x=0, y=0, and z=10. Therefore to your vehicles velocity will be added 10 units of speedstuff in the positive z direction, which would be upwards.

For the other basic script stuff just visit the Coding Help section of this forum and look through all sticky threads, also General Modification Help theres a Topic labeled 'Big list of tutorials'

3
Modification Help / Re: Vehicle Script
« on: April 05, 2012, 04:48:30 PM »
I guess i found it:

Code: [Select]
      maxDrag        = 100;
      minDrag        = 100;
      integration    = 4;
      collisionTol   = 0.1;
      contactTol     = 0.1;

-->lowered drag

maneuveringForce = Horizontal thrust force.

says Torque Appendix

I also changed

Code: [Select]
      maneuveringForce        = 3000;
      horizontalSurfaceForce  = 1;
      verticalSurfaceForce    = 1;
      autoInputDamping        = 0.0;
      steeringForce           = 50; //this is left/right
      steeringRollForce       = 1;
      rollForce               = 1;
      autoAngularForce        = 1;
      rotationalDrag          = 1;
      autoLinearForce         = 1;
      maxAutoSpeed            = 1;
      hoverHeight             = 2.0;
      createHoverHeight       = 2.0;

Every force to 1, because i have the feeling if i set it to 0, something bad will happen (it worked while testing, but you never know...)


4
Modification Help / Vehicle Script
« on: April 05, 2012, 12:25:31 PM »
Hello,

i made a sample plane and try to figure out what in the vehicle script does what:

My first question:
How do i set the speed? (wich value determines the speed)
Wich value determins the rotation?


My guesses its somewhere there:
Code: [Select]
     maneuveringForce        = 70000;
      horizontalSurfaceForce  = 100;
      verticalSurfaceForce    = 100;
      autoInputDamping        = 0.1;
      steeringForce           = 0; //this is left/right
      steeringRollForce       = 0;
      rollForce               = 0;
      autoAngularForce        = 10;
      rotationalDrag          = 1;
      autoLinearForce         = 1;
      maxAutoSpeed            = 10;
      hoverHeight             = 2.0;
      createHoverHeight       = 2.0;

(i already played with it a little)



Second question:
If i change a value and have the vehicle spawned, is it enough to reexec the script via console to change for example the forces (or other values) to have them changed ingame?

thx

edit: full code


Code: [Select]
//we want to use the jeep datablocks if we can

datablock FlyingVehicleData(PaperplaneVehicle)
{
   //Tagged fields for mission editor
      category = "Vehicles";
      displayName = " ";

   //Shapebase Fields
      shapeFile   = "./paperplane01.dts";  //.dts File
      emap        = true;
      mass        = 100;
      drag        = 0.1;
      density     = 100;
     
      maxDamage = 100.00;
      destroyedLevel = 100.00;
      speedDamageScale = 1.04;
      collDamageThresholdVel = 20.0;
      collDamageMultiplier   = 0.02;

   //Tagged fields for mounting
      minMountDist = 3;   
      numMountPoints = 1;
      mountThread[0] = "sit";


      lookUpLimit = 1;
lookDownLimit = 0.35;

   //Vehicle Fields:
      jetForce          = 13500;
      jetEnergyDrain    = 0;
      minJetEnergy      = 1;

      massCenter        = "0 0 -1";
      //massBox           = "1 1 1";
      bodyRestitution   = 0.5;
      bodyFriction      = 0.5;
      //softImpactSound   = ; //AudioProfile
      //hardImpactSound   = ; //AudioProfile

      minImpactSpeed    = 25;
      softImpactSpeed   = 25;
      hardImpactSpeed   = 50;
      minRollSpeed      = 0;
      maxSteeringAngle  = 0.999;

      maxDrag        = 20;
      minDrag        = 4100;
      integration    = 4;
      collisionTol   = 0.1;
      contactTol     = 0.1;

      cameraRoll     = false;
      cameraMaxDist  = 13;       
      cameraLag      = 2.0;
      cameraDecay    = 3.0;
      cameraOffset   = 2.5;
      cameraTilt     = 0.0;

      //dustEmitter       = ; //ParticleEmitterData
      triggerDustHeight = 3.0;
      dustHeight        = 1.0;

      numDmgEmitterAreas   = 0;
     
      damageEmitter[0] = vehicleBurnEmitter;
      damageEmitterOffset[0] = "0.0 0.0 0.0 ";
      damageLevelTolerance[0] = 0.99;

      damageEmitter[1] = vehicleBurnEmitter;
      damageEmitterOffset[1] = "0.0 0.0 0.0 ";
      damageLevelTolerance[1] = 1.0;

      //splashEmitter[0]        = ; //ParticleEmitterData

      splashFreqMod     = 300.0;
      splashVelEpsilon  = 0.50;

      splash = vehicleSplash;
      splashVelocity = 4.0;
      splashAngle = 67.0;
      splashFreqMod = 300.0;
      splashVelEpsilon = 0.60;
      bubbleEmitTime = 1.4;
      splashEmitter[0] = vehicleFoamDropletsEmitter;
      splashEmitter[1] = vehicleFoamEmitter;
      splashEmitter[2] = vehicleBubbleEmitter;
      mediumSplashSoundVelocity = 10.0;   
      hardSplashSoundVelocity = 20.0;   
      exitSplashSoundVelocity = 5.0;

      exitSplashSoundVelocity    = 2.0;
      softSplashSoundVelocity    = 1.0;
      mediumSplashSoundVelocity  = 2.0;
      hardSplashSoundVelocity    = 3.0;
      //exitingWater               = ;   //AudioProfile
      //impactWaterEasy            = ;   //AudioProfile
      //impactWaterMedium          = ;   //AudioProfile
      //impactWaterHard            = ;   //AudioProfile
      //waterWakeSound             = ;   //AudioProfile

      collDamageThresholdVel  = 20;
      collDamageMultiplier    = 0.05;

   //For Wrench Gui
      uiName   = "Paperplane";
      rideAble = true;
      paintable = true;

   //Flying vehicle fields
      //jetSound = ;      //AudioProfile
      //engineSound = ;   //AudioProfile

      maneuveringForce        = 70000;
      horizontalSurfaceForce  = 0;
      verticalSurfaceForce    = 0;
      autoInputDamping        = 0.1;
      steeringForce           = 50; //this is left/right
      steeringRollForce       = 0;
      rollForce               = 0;
      autoAngularForce        = 10;
      rotationalDrag          = 1;
      autoLinearForce         = 1;
      maxAutoSpeed            = 10;
      hoverHeight             = 2.0;
      createHoverHeight       = 2.0;

      //forwardJetEmitter    = ; //ParticleEmitterData
      //backwardJetEmitter   = ; //ParticleEmitterData
      //downJetEmitter       = ; //ParticleEmitterData
      //trailEmitter         = ; //ParticleEmitterData

      minTrailSpeed        = 1;
      vertThrustMultiple   = 1.0;
   
   //Tagged fields for damage
      initialExplosionProjectile = vehicleExplosionProjectile;
      initialExplosionOffset = 0;         //offset only uses a z value for now

      burnTime = 500;

      finalExplosionProjectile = vehicleFinalExplosionProjectile;
      finalExplosionOffset = 0.5;          //offset only uses a z value for now

      minRunOverSpeed    = 2;   //how fast you need to be going to run someone over (do damage)
      runOverDamageScale = 5;   //when you run over someone, speed * runoverdamagescale = damage amt
      runOverPushScale   = 1.2; //how hard a person you're running over gets pushed
};



5
Have you tried

Code: [Select]
datablock ProjectileData(AATurretProjectile : gunProjectile)
{
 directDamage = 40;
 muzzleVelocity= 90+X;
};

instead of function Projectile::onAdd(%obj,%a,%b) ?

EDIT: Nvm, totally wrong, just reread Deoysy:

Code: [Select]
datablock ProjectileData(AATurretProjectile : gunProjectile)
{
 directDamage = 40;
};

package AATurret_modifyPackage
{
function Projectile::onAdd(%obj,%a,%b)
{
       if(%obj.dataBlock.getID() == AATurretProjectile.getID())
{

%obj.initialvelocity=vectorscale(vectorNormalize(%obj.initialvelocity),10);
}
Parent::onAdd(%obj,%a,%b);
}
};
deactivatePackage(AATurret_modifyPackage);
activatepackage(AATurret_modifyPackage);

6
Suggestions & Requests / Re: [CSS] To all modders
« on: March 30, 2012, 01:35:50 PM »
forget what i said

You didnt say anything - dont spam ok?

7
Suggestions & Requests / Re: [CSS] To all modders
« on: March 30, 2012, 12:31:32 PM »
Updated first post.

8
Suggestions & Requests / [CSS] To all modders
« on: March 30, 2012, 11:57:13 AM »
Fellow Blocklanders,


I was just about writing my post as continuous text, but thought that my structuring would be better:


what am i looking for in this thread:
   - people that know how to make shapes
   - people that know how to make guis
   - people that know how to script

what i am not looking for:
   - spam
   -  :cookieMonster: etc

whats my aim:
   - making a mod with spaceships that require a crew of 4-5 blocklanders (with interiors)

about me:
   - not a native english speaker
   - currently attending college
   - been playin blockland for a month or so, but have a lot of experience from rtb 1.045
   - i like scripting


how would this work:
   - everybody has the current status of the mod via svn
   - yes i thought about a way to have interiors and its the best one that will work (im counting stuff as /nomount as NOT-working)

how did i imagine the outcome:
   - if you are a modder looking for a project with constant progress and either know any of the things that are required for modding blockland you message me

Anyway, this is not a discussion about technical details, this is about finding other players that would like to work together.


If you want to know more, message me.

EDIT: Interiors will be deleted with v21, i know. Im thinking about 'builded' interiors.


Pages: [1]