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Messages - KingDavid

Pages: [1]
1
Modification Help / Re: Interactive Rigid Objects
« on: November 24, 2018, 03:09:22 AM »
So basically I made an object spawn when a “weapon” was thrown. That object is supposed to be interactive.

2
Modification Help / Re: Interactive Rigid Objects
« on: November 23, 2018, 05:38:55 PM »
That’s what I thought. However now the model doesn’t spawn. How do I add a vehicle without a Brick. Is that even necessary?

3
Modification Help / Interactive Rigid Objects
« on: November 23, 2018, 04:32:25 PM »
So basically I have a weapon add on that spawns a premade .dts file into the world. I have it written as a projectile (idk if this is the right choice) my hopes are to allow it to be moved. How do I allow players and other projectiles to collide with it? Kind of like turning on collision and ray casting with bricks. I’m sure I have the model correct with collision meshes and groups.

I  believe it’s the script that I need to edit. Also, wondering if I should change it to a vehicle.

4
Modification Help / Re: Gui help
« on: June 28, 2014, 11:07:49 PM »
Oh duh! Sorry I meant, if the gui is activated from a brick. I want to know if the person activating it is the brick owner.

5
Modification Help / Re: Gui help
« on: June 28, 2014, 09:46:34 PM »
Ok, I got the last thing to work. I usually try to search something before I ask, but I can't get this to work.
Code: [Select]
if(%client.isOwner)
{
Edit.setVisible(1);
}
else
{
Edit.setVisible(0);
}
I have also tried
Code: [Select]
if(getTrustLevel(%client,%obj) >= 3)

6
Modification Help / Re: Gui help
« on: June 26, 2014, 01:39:59 AM »
Ahh, that makes sense I'll put the code in order. Thanks blockheads.

7
Modification Help / Re: Gui help
« on: June 24, 2014, 09:16:23 PM »
I guess "pull". Do I have to have the script for the gui button prewritten, then call it when needed? If so, then where do I put it and what do I type.

You could dofunction YourGui::addButton(), and make the new button's position use the previous one's and += it by 30 or something.

 How would I get the previous' pos?

8
Modification Help / Re: Gui help
« on: June 24, 2014, 02:10:57 PM »
Yeah those are good Ideas. Is there a way to have the button specs. I've worked with tabs before and I understand how to make things "visible". Thanks

9
Modification Help / Re: Gui help
« on: June 23, 2014, 05:49:42 PM »
That's not what I need I have the gui editor, and I know how to use it.

I think he wants to dynamically add tabs, like google chrome's window tabs.

10
Modification Help / Gui help
« on: June 23, 2014, 02:42:40 PM »
OK, so I had an old topic to help me, sorry but I doubt most have the time to just use Blockland all the time and guess the topic expired. (Add a button)

After a bit of thinking I've decided to make the addon primarily gui edited. This will make it easier for you guys to explain it and for the users to use it.

11
Modification Help / Re: Add a button
« on: March 30, 2014, 11:38:53 AM »
No it doesn't, the default script creates the tabs and the tab shifter just adds buttons to move them around.
Sorry for not being more specific, but that's what I'm asking for. I already realize that this is a default script using add-on.

12
Modification Help / Re: Add a button
« on: March 29, 2014, 07:00:56 PM »
There's a simple way. Download mission editor, You may not be able to use the mission editor, but you can use the GUI Editor. It gererates the script for everything.
I already have that. I'm not talking manually edit the gui. I want to use code. Take the picture I posted earlier. There are a few codes I know of that do it, but they are rtb. If you can support it,  the add-on is called "GUI_TabShiftingBrickSelector". The add-on adds tabs to the brick selector if you have excess amount of brick categories turned on, so that you may switch and not have to turn any off. Sorry I don't know how to post a .zip.

13
Modification Help / Re: Add a button
« on: March 18, 2014, 08:04:20 PM »
I asumed you meant to put it all in the server.cs
Code: [Select]
function clientCmdStore_TabButtonsAdd(%this,%tab)
{
New_Btun.extent = %width SPC 25;

Store_TabButtons.add(%button);
}
%button = new GuiBitmapButtonCtrl(New_Btun) {
         profile = "BlockButtonProfile";
         horizSizing = "right";
         vertSizing = "bottom";
         position = "0 0";
         extent = "100 30";
         minExtent = "8 2";
         enabled = "1";
         visible = "1";
         text = "";
         groupNum = "-1";
         buttonType = "PushButton";
         bitmap = "base/client/ui/tab1";
         lockAspectRatio = "0";
         alignLeft = "0";
         alignTop = "0";
         overflowImage = "0";
         mKeepCached = "0";
         mColor = "220 220 220 255";
      };
I also need to know if there is a way to change the color of a control. specifically a button.
something like
Code: [Select]
controlName.setmColor = r g b a

14
Modification Help / Re: Add a button
« on: March 17, 2014, 09:36:04 PM »
I think you can set the GUI control as a global variable and then use originalguiname.add($newgui);
Code: [Select]
$newguistuff = new guibuttonctrl { //stuff here
Originalguiname.add($newguistuff);
Nah. I just got syntax errors.

15
Modification Help / Re: Add a button
« on: March 17, 2014, 09:05:48 PM »
Ok, could it be like?
Every time you press "add", it would add the tabs (NewBtun, NewBtun2, and so on).

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