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Messages - wolis

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Modification Help / Re: Clarification on coding blockland
« on: March 18, 2008, 09:22:29 AM »
Thanks for that.. I now have the Builder Platform (and a bunch more add-Ons) and am studying.

This is really trivial at the moment but it includes answers to questions I have had:

http://creativeobjectworld.com/cgi-bin/cow.pl?&f=0&m=input&l=94168&c=examine+blockland+notes

2
Mapping Help / Re: Tutorial: How to spawn shapes into your maps.
« on: March 17, 2008, 08:19:46 AM »
As someone new to this.. I must say I found the reference to 'tabs' confusing.

I suggest you refer to the 'tree' and these are top-level branches of the tree.

Even draw it out:

+ Interiors // spawns .dif which you can physically interact with
+ Shapes  // contains all your shapes that has been scripted or is a datablock..
 etc..


Which then leads me to ask.. what is a *.dif file? Looks like there is one per mission (room like the Kitchen) they are binary files so must be compiled somehow. Good job Im not interested in making a new mission :-)


3
Modification Help / Re: Clarification on coding blockland
« on: March 17, 2008, 07:33:43 AM »
Hi Guys.. thanks for the positive replies.

I have a hello world script running (thanks Sekret) and I have loaded the editor and am happily pressing F10 to edit the interface (make the HUD crosshair larger) and F11 to edit objects in a mission (like moving the glass from the front of the oven in the kitchen).

So now the fun part.. one always has to have a goal..

I want to have 4 blocks/pillars/buttons or buttons or some such that are placed in a NWSW pattern with the player standing in the middle.. as the player bumps into each block.. a remote objects moves in that NESW direction.

(Anyone remember Head over Heals on the C64?)

So I assume I need a 3d model of a block/pillar/thing.. and another model that does the moving.. and somehow I attach triggers to the blocks and link them to the position of the moving thing.

Somehow I need to know the ID (I assume those 4 digit numbers that go with objects I see in F11 are their unique IDs within the mission)

Am I on the right track?

Any suggestions as to what to do next?

I will start looking at the code of the ball and the gravity gun.. but any help would be very appreciated.

Thanks.
 

4
Modification Help / Clarification on coding blockland
« on: March 16, 2008, 09:21:00 AM »
Hi guys,

Being new here.. but no stranger to coding stuff, I thought I would find links to a basic run-down on how things hang together in Blockland on the blockland.us homepage.. am I missing something?

Searching the forums I have found a wonderful summary of TS functions/coding, but I cant work out how this links in to Blockland and how I can make something.

Can blocks be scripted? or only Add-On objects like planes and cars and Weighted Companion Cubes?  (e:g can I script one block to cause another block to jump 1 square to the left when I bump into the first block?)
 
So I visit the forums in the hope of finding a sticky 'Introduction to Blockland and TorqueScript' but cant see or find anything like this amongst the specific questions on specific objects/missions etc.

Sorry for asking a question I sure has been asked before, but Im just finding this info hard to find searching the forums.  I googled for a wiki on Blockland scripting but found none.. I hope Im overlooking something obvious.

eg: I found this into to TS: http://www.garagegames.com/docs/tge/general/ch05s02.php

..but how to I get a simple 'hello world' script to run? I assume I have to save it in a *.ts file but where? And where would I see the output of said Hello world script?

Thanks in advance.

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