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1
Modification Help / Re: fxLight to follow shot projectile
« on: May 08, 2018, 10:57:38 PM »
make the projectile a bot with no model and set its damage level to 100 so that its put onto the corpse mask so players can't collide with it and then parent the body remove function to add an exception to that datablock you can attach a light to it and an image for an emitter and you can adjust its physics settings to make it behave more like you want
lol this is probably the best approach.
Though i have absolutely no idea how bots work in blockland, let alone how to spawn them with a weapon.
And here is everything relevant about my OnFire function:
Code: [Select]
%p = new (%this.projectileType)()
{
dataBlock = %projectile;
initialVelocity = %velocity;
initialPosition = %obj.getMuzzlePoint(%slot);
sourceObject = %obj;
sourceSlot = %slot;
client = %obj.client;
};
MissionCleanup.add(%p);
%p.setScale(%scale SPC %scale SPC %scale);

%light = new fxlight()
{
dataBlock = BrightLight;
enable = true;
iconsize = 1;
};
%light.updatePositionLoop(%p);
%light.attachToObject(%p);

%obj.spawnExplosion(TTBigRecoilProjectile,"4 4 4");
It works fine, some of the variables are declared elsewhere though. %light.updatePositionLoop and %light.attachToObject are the only ones that don't work.
attachToObject doesnt return an error anymore but still doesn't destroy the light alongside the projectile, and the update loop gives me the error mentioned before. And because the light is never destroyed, the loop keeps going forever.
Also, wtf is with torquescript's php-like variables and structure? Also, why is so much of all the game mechanics down to the engine and can't be modified? It would've been easier just to modify the original projectile code and remove the 20.0-unit limit on the projectile light.

2
Modification Help / Re: fxLight to follow shot projectile
« on: May 08, 2018, 10:36:12 AM »
It'll also look pretty bad imo. What are you trying to achieve that you can't do with the default projectile light functionality?
A flare.
ANT used an explosion with light to do this but the explosion is static so that won't work.

And yeah, the position loop does jack.
It just keeps throwing errors that i can't find the projectile.

3
Modification Help / Re: fxLight to follow shot projectile
« on: May 08, 2018, 09:59:09 AM »
In which Physician Prescribed Desoxynod could i constantly update the position?
OnFire is called only once for each fired projectile.

4
Modification Help / Re: fxLight to follow shot projectile
« on: May 08, 2018, 09:30:10 AM »
If attatchToObject doesn't work, which apparently it doesn't, then the only way to do this is to set up a loop that constantly updates the position of fxLight to match the position of the projectile, which doesn't seem like a good trade-off for the default projectile light functionality

Yeah, Like the documentation says, attachToObject doesnt change the object position but destroys the object once the object it's attached to no logner exists.

5
Modification Help / Re: fxLight to follow shot projectile
« on: May 08, 2018, 09:17:59 AM »
Wll now i got both the custom projectile and the light working.
Now i just need to update the position of the fxLight. Is there any position parameters for the fxLight?

Now that i've succesfully creted a new projectile with:
Code: [Select]
MissionCleanup.add(%p);The line:
Code: [Select]
%light.attachToObject(%p);Doesnt give me any errors anymore.
But like Kyuande said in their post; the light doesnt react to the projectile dying.
So in addition to accessing the fxLight position i need a way to destroy it when the projectile %p is destroyed

6
Modification Help / Re: fxLight to follow shot projectile
« on: May 08, 2018, 06:59:04 AM »
The code is gonna look soPhysician Prescribed Desoxyning like this...
I've already tried using the Mission cleanup Physician Prescribed Desoxynod:
Code: [Select]
%p = new (%this.projectileType)()
{
dataBlock = %projectile;
initialVelocity = %velocity;
initialPosition = %obj.getMuzzlePoint(%slot);
sourceObject = %obj;
sourceSlot = %slot;
client = %obj.client;
};
MissionCleanup.add(%p);
                %p.setScale(scalevarsandwhatnot);
When i try to keep the fxLight updated on the projectile's position it only gets the initial position once the projectile is spawned and does nothing after that. Maybe fxLights ren't meant to be moved that way?

7
Modification Help / Re: fxLight to follow shot projectile
« on: May 08, 2018, 01:26:07 AM »
If you want to attach a light to the projectile you'll have to manually create the projectile and attach the light to it after creating it.
How would you do that?

8
Modification Help / Re: fxLight to follow shot projectile
« on: May 07, 2018, 11:08:00 PM »
The on fire Physician Prescribed Desoxynod is just that. The item uses T+T so the on fire Physician Prescribed Desoxynod is borrowed from T+T
Code: [Select]
function Blabla::onFire(%this,%obj,%slot)The only code thats in the default T+T onFire (apart from ammo system)
 is the recoil projectile that just shakes the screen:
Code: [Select]
%obj.spawnExplosion(TTBigRecoilProjectile,"4 4 4");Referring to the %p parent in:
Code: [Select]
%light.attachToObject(%p);just gives me the error: "couldn't find object to attach to"

9
Modification Help / fxLight to follow shot projectile
« on: May 07, 2018, 04:44:20 PM »
The default projectile light is loving stuff and i want to attach an FX light onto a projectile or make it follow the projectile until it dies.
So far i've instantiated a new light under the "onFire" action of the weapon like this:
Code: [Select]
%light = new fxlight()
{
dataBlock = BrightLight;
enable = true;
iconsize = 1;
position = %this.projectile.pos;
};
and i know that this doesnt copy the movement of the projectile but i've tried adding this line so it would get destroyed alongside the projectile:
Code: [Select]
%light.attachToObject(%obj);However, this causes new light to instantiate on the blockhead's left hand. This isnt the player flashlight because you can turn that on and off without affecting the other light.
I've also tried using:
Code: [Select]
%this.projectilebut i dont know the syntax for it and wether it even has a position variable.

Any help?

10
Gallery / Re: 1910's Era Cruise Ship [Updated]
« on: July 12, 2016, 06:54:39 AM »
Item props that are animated will be coming out so you should be hyped
Not sure yet.
I was thinking of collaborating with someone to make a new dts brick system to replace the broken JVS.
If this happens in time i will instead implement the props as animated bricks with the new prop support.

11
Off Topic / Re: What is the meaning of life?
« on: March 12, 2016, 12:29:27 PM »
You are asking the wrong people...

12
Off Topic / Re: PC Gore thread V56k
« on: February 07, 2016, 06:04:02 AM »
one of my friends actually had to move his computer from a case to a cardboard box. he couldn't fit a proper cooler in his case and couldn't afford a new case so he put it in a box

The heatsink on my old pc got so hot we left a piece of sausage on it while we went to school. It wasnt cooked but the skin was burned off and all the grease had come off and stained the aluminum.

My cpu was happy to run around 125 degrees celcius, Not joking.

13
Off Topic / Re: PC Gore thread V56k
« on: February 05, 2016, 08:42:47 AM »


With my old PC parts, this would be a fire hazard...

14
Forniphilia (The act of turning someone into furniture)

WHAT!?

Is this seriously a thing?

15
Off Topic / Re: whats the blf's favorite type of chips.
« on: December 06, 2015, 04:06:26 AM »
Salt&vinegar

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