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Topics - jackrobbman

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Modification Help / Pain Sound Variation
« on: November 28, 2020, 07:00:36 PM »
So I'm trying to make it so that a playertype or bot will play one of three (or more) sounds when damaged. I believe Conan told me that this IS possible when I mistakenly posted this in help.

Can anyone tell me how? I'm honestly surprised no ones done it yet. Is it that easy, or is it that complicated?

P.S: I'm no code-person, so I pretty much know next to nothing about torque. I just know how to swap pain sounds and a bunch of other little stuff I've picked up over the years.

Help / Pain Sound Variation
« on: November 27, 2020, 01:47:35 PM »
So I noticed we can edit the sounds a playertype or bot will make if they are damaged. What I can't figure out is a way to make it so that the playertype or bot will play a different sound at random when damaged. So If I got three pain sounds in the add-on file, it'll play one of those three at random when the playertype or bot is damaged.

That possible?

Help / Crouch breaks Shooter Playertype?
« on: August 23, 2020, 01:47:27 PM »
So I've always been a huge fan of BlockAlpha's Shooter playertypes for many reasons, but the main one is that when you're using the playertype, whatever gun you're holding doesn't take up the entire right side of the screen. In the FP view, it's much lower and at a reasonable spot so that you're not completely blind from your right. I also liked the slight view-bob when walking.

But suddenly, for reasons I'm sure have nothing to do with my other add-ons, the playertype won't work. Once I start a game right from the menu, it'll make it's way to the loading datablocks screen and then stop right at the end, not loading further no matter how long I wait. Through some messing around, I found out that only the running versions of the playertype will work. The crouching ones won't. The running playertype's FP view is garbage though, since the gun is way too high on the screen and you can't see 1/4 of it. He fixed that with the crouching versions, but none of them will, when enabled, allow me to even load the game.

So I went into the zip and removed the crouching dsq files from the folder and from the source code. Now the game will load and I can use the playertype, but the hands are ALL jacked up. When standing still, they're just held out in front of the playertype like a zombie, and if you're holding a weapon and moving, the weapon just stays in its hand as it does the default walking animation, which is horrible.

The playetypes suddenly started having these issues three months ago before my last computer basically imploded and I got a new one. Same issue. So
it's the add-ons themselves.

So what do I do? Is there a way to adjust a weapons FP view without a playetype, so that you can actually see the screen? I really hate being able to see my entire gun from the butt to the muzzle when I'm holding it. It ruins the immersive Doom-Quake thing I'm trying to do right now. Some weapons, like the Vulcan from the Tier Tactical series don't have this issue, being placed low, backwards, and a little to the left. Is it just the model itself? Cause I couldn't find anything in the code to suggest otherwise.

BTW, I am NOT a coder in anyway. I've just been playing this game a while and learned of a few things I can tweak so that I can play the game the way I want. (like removing the extremely irritating gun-explosion sound for some guns and replacing it with one that doesn't make me clap my hands on my ears when I hear it)

Help / Authentication Failed: IP changed?
« on: May 11, 2020, 03:23:23 AM »
So I created another account on my computer that's not an administrator, so I had to install Blockland separately on that account. Oddly, when I boot it up, it still has all my old add-ons from my other account. It's still in demo mode though, so I find my old key and type it in.

It tells me that the Full Version is Unlocked for like three seconds before switching to Invalid Key and displaying the error spelled out in the subject at the bottom where you put the key in. I tried reentering the key, but this of course did not work. I got the exact same results every time. Since the administrator account on my PC will soon be locked where I won't be able to sign into it, this is a problem. Been playing this game since I was eleven and I still enjoy makin' stuff in it. I was hoping you guys could help me get this figured out?

Modification Help / Copy weapon properties?
« on: June 26, 2018, 12:07:56 AM »
So I'm trying to get the attributes in the Orange_Weapon/GCSpecialweapons pack to work with The New Halo Pack. Why? Because the orange weps literally have the ability to increase the muzzlevelocity cap based on whatever number you choose to put in one particular part of the code. The code initially doubles the muzzlevelocity, but of course I looked into it and changed it so that the bullets move at x26 the speed they were already going. It's awesome. Who needs that irritating raycast crap when you can have bullets that travel at a realistic speed in game? And it works just fine. Doesn't break the game or crash anything even a little bit.

Anyway, I'm trying to apply the sounds and muzzlevelocity multiplier to the halo pack. I've isolated the bit of code that does this in this file.

Code: [Select]
package om_SpecialWeaponsPackage
  function GameConnection::onDeath(%this,%killerPlayer,%killer,%damageType,%damageLoc) { %this.player.client.setControlCameraFov(90); parent::onDeath(%this,%killerPlayer,%killer,%damageType,%damageLoc); }
  function projectile::onAdd(%obj,%a,%b)
      %obj.initialVelocity = VectorScale(%obj.initialVelocity,26);

That golden bit of code, (brought into existence by g-cat his DANG self) is what makes the bullets whiz by at insane speeds, and I haven't even raised it passed 30 yet. Or maybe even 50. Gonna do that later. XD I was wondering if there was a way to incorporate this bit of code into the halo pack or any other pack I want. I've already tried moving one of the halo weps into the orange pack and modifying the code to match the rest of the weapons, but I think i broke something because the whole pack doesn't even show up on the add-ons screen anymore. That piece of code is found in the basic.cs in the orange pack, seperate from the weapons cs files. I'm guessing it has a universal effect on every weapon, coding the projectiles, sounds, and of course, the bullet speed. I'd show you what the files look like, but when I do that, it exceeds the character limit. >:( Any ideas on how I can isolate that bit of code?

Help / Fire from inside the muzzle?
« on: April 25, 2018, 06:01:01 PM »
I've been messing around with Nekram's weapon pack again. There are only two issues I've got with it so far. One, it forces the player to change their data block based on the weapon. Everyone hates that. Secondly, although the weapons raycast and have legitimate hit detection that may work in slayer, the raycast only fire from the muzzle. That means you literally cannot hurt anyone thats in your face or close enough where the weapon clips into their body. The bullet will fire behind them, making a lot of stuff awkward and annoying when things get close and personal. I noticed that the UTE raycast weapons pack does not have this issue, but it also doesn't have the best hit detection and does not adhere to friendly fire in slayer. Gravity Cat's raycasting pack has good hit detection, but it also suffers from not being able to hit things that are up close.

I've got this add-on that causes a noise and hitmarker to pop up whenever hit detection works properly, and any weapon that this doesn't work with will not work in slayer. Nekram's does and the models for the weapons are slick, so I was hoping to get some help polishing it up for a good game. There's a CS file in the pack named NewMuzzleVelocity and i'm not sure what it does exactly. I've seen it in the Warfare pack, and the bullets don't seem to move any faster than normal. I keep hearing talk of people increasing the speed of bullets but I've yet to see proof of it. Also, when I look in the cs files for the weapons, I don't see anything for raycasting. Instead, I see this:

Code: [Select]
for(%shell=0; %shell<%shellcount; %shell++)
%vector = %obj.getMuzzleVector(%slot);
%objectVelocity = %obj.getVelocity();
%vector1 = VectorScale(%vector, %projectile.muzzleVelocity);
%vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor);
%velocity = VectorAdd(%vector1,%vector2);
%x = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%z = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%velocity = MatrixMulVector(%mat, %velocity);

%p = new (%this.projectileType)()
dataBlock = %projectile;
initialVelocity = %velocity;
initialPosition = %obj.getMuzzlePoint(%slot);
sourceObject = %obj;
sourceSlot = %slot;
client = %obj.client;
return %p;

I have no idea what this is, but I see MuzzleVelocity, Projectile, and Vectors involved so I'm assuming this is how the bullets instantly hit stuff. If so, how do I get the bullets to fire from the back of the weapon so I can hit things that are in my face?

Modification Help / Sound Effects won't work
« on: August 17, 2017, 04:43:00 AM »
So I went into gcats D-weps and switched a sound effect for a gun to be more...aesthetically pleasing. It doesn't work though. Please let me know if I'm missing something here:

Sound is a .wav file

Is only 67,000 b's

Name switched over from original sound in the cs file. Matches the name for the .wav file I implemented.

32000 Hz in Audacity

Am I missing something? I've run into this same issue with so many other sounds I've tried to put into the game. Some of them work once I lower the quality to obscene levels, but others work just fine even at high quality levels. I don't get it. Gonna experiment a bit more to see if it's quality related, and I'll even split the tracks to mono to see if that means anything at all. Any feedback would be appreciated.

Modification Help / Too close range?
« on: July 15, 2017, 11:36:43 PM »
Hey guys. Why doesn't this work? It's NEVER worked since the Bot update happened.

Code: [Select]
//Avoid close range fights if you don't have melee
//convert to brick units
%range = brickToMetric( %obj.hTooCloseRange )*%scale;

//Make the bot backpedal if he's too close and the weapon he's using isn't melee based.
if( %targDist <= %range && !%obj.getMountedImage(0).Melee)//vectordist(%obj.getPosition(),%targ.getPosition())
// %obj.setMoveY(-0.5);
%obj.setMoveY( -%obj.hMaxMoveSpeed/2 );

//even if it's melee, still don't want to be point blank most of the time
%range = 2;
if( %targDist <= %range)// vectordist(%obj.getPosition(),%targ.getPosition())

Also, is there a way to do this while the bot is attacking it's target, therefore making it back-pedal as it shoots?

Code: [Select]
function AIPlayer::hRunAwayFromPlayer(%obj,%target)
%pos = %obj.getPosition();
%bPos = %target.getPosition();

%dif = vectorScale( vectorNormalize( vectorSub(%pos,%bPos) ),100);//was 50
//%vec =  vectorNormalize( vectorSub(%pos,%bPos) );

%final = vectorAdd(%pos, getWords(%dif,0,1) SPC "0");

%final = vectorAdd(%final,"0 0 2");

%final = vectorAdd(%final, vectorScale(getRandom(-10,10) SPC getRandom(-10,10) SPC 0, 6) );

And is it even possible to edit any of this since Blockland rewrites the code here to what it was before it was augmented? I think it does this because it's a core feature that Badspot doesn't want us screwin' up. Kinda sucks though. :(

Modification Help / Armor Pickups
« on: July 11, 2017, 04:02:51 PM »

So I know about Perry's doom-armor style pickups, but I was wondering if the effect STACKED. In the topic, it describes each armor pickup as a level of armor. To me, that means that I can't just pickup a bunch of +50 armor until I max it out, which is odd because there's an event that sets the max armor level. Why would that be there if the pickup sets your max armor level automatically? Am I getting the concept of the way it works incorrect or something? I've tried it out, but I'll keep experimenting.

Is there a way I can go in the code to make the pickups stack on what armor the player already has rather than give them an armor level? And is there a way I can make a string appear that tells me how much armor I currently have? I'm willing to listen and do the work. i'm just desperate to get these working the way I need em to give my campaign maps some variance and purpose other than just killing hordes of enemies and searching for the next health powerup and gun.

There's the kevlar add-on, but you need to equip it and use it to put it on, which is just very inconveniencing when you're being ran down by a dozen enemies. "Up! Lemme just put the armor on while their shooting at me!" l:(

Help / Starting a Server
« on: July 11, 2017, 05:49:25 AM »
Do we still need to do that port-forwarding thing? Or can I just start an online server like normal? I've got this real fun co-op map I made but playing it with bots is downright frustrating because the strafe ram everything. Even enemies that damage you by touching you. It's maddening. I'm serious. I REALLY wish that could get fixed.

Modification Help / Checkpoints?
« on: July 07, 2017, 12:57:41 AM »
Ey, me again. Another problem with the campaign. Is there a way to make checkpoints? You know, so that when the player dies, (which I forsee a lot of) they won't have to spawn all the way back at the beginning of the map? I downlaoded these checkpoint events and set a brick to be a checkpoint, but it doesn't work. At all. I remember an actual brick add-on called checkpoint bricks that I remember using years ago, but it seems to have vanished off the face of the internet. Any ideas on how to go about this? I'll keep experimenting, but I'd appreciate some help. Things are getting pretty fun for the campaign.

P.S: If I created and implemented a music file from a newly released game and released this game mode with said music in it as an ogg that plays during it, would I get sued or something? Even if I BOUGHT the music for download?

Modification Help / Gamemode creation
« on: July 02, 2017, 03:06:52 AM »
Hey guys! Once again. I'm working on a new FPS campaign! One I actually intend to finish because the gameplay style I plan for it works like a hand in a glove in Blockland.

But there's an issue.

When the player loads the map, I don't want any of the enemy bots to be spawned until their relative triggers are activated. The same goes for doors, which I don't want to be open at the start of a minigame. Oh, and the secrets as well. ;) The problem is that there doesn't seem to be an OnMinigameStart event. There's the minigamereset event, but I don't think the player should have to reset the minigame once they start playing just so the whole map can work properly. There, IS the onminigameroundstart event  for slayer, but due to complications with bots and the general way it works, I'm only using the default gamemode.

If we can't think of a way, I guess i'll have to put a readable sign at the start that tells the player to reset the minigame in order to open the first door and exit the first temple.

ALSO, any of you know how to package a minigame? I uh...don't actually know how to create one. I remember there being some kind of add-on in the past and I'll look for that, but other than that, I'm clueless after I've finished building the campaign. 

PS: I'm a simpleton, so please speak in layman's terms:)

Help / Finished Gamemode map, but whats next?
« on: February 23, 2017, 06:22:57 AM »
So I finally finished this Overwatch CP inspired map that's been outfitted with pathing for bots (that talk and have Ults) and a custom slayer game-mode. It's loads of fun to play even at these early stages, and I'd like to share that fun. I'd upload the map here, but there's a big problem. The add-ons, especially the weapons and playertypes, have been heavily modded by me to better suit the game-mode and resemble Overwatch as much as I'm smart enough to do. How would I go about setting up this game-mode for download? Never done it before, so I'm in need of some help. OR, would it be possible to set up a server that runs itself when I ain't around? Never did that before either.

Basically, I want folks to experience this build with everything I have in it as it is. How could I do that?

Modification Help / Automatic Gun Reload - SOLVED
« on: October 27, 2016, 04:19:09 AM »
Hey, anyone remember that topic I posted about getting certain guns to reload automatically? Turns out, that there is a SUPER un-complicated way to do it. Especially with gravity cat's special weapons. Ya just go to the cs file of the gun you want to augment, look for the string of codes where you start seeing stuff about states, and look for this.

Code: [Select]
stateName[1] = "Ready";
  stateTransitionOnTriggerDown[1] = "Fire";
  stateAllowImageChange[1] = true;
  stateTransitionOnNoAmmo[1] = "Empty";

See where it says empty? Replace that with Reload. Boom. You're finished. Now BOTS can use the weapons too. Just wanted to post this because someone claimed it was tons of work. Said they'd have to re-do everything in the pack. Well, that ain't true.

Modification Help / Auto Reload and Bot mod
« on: October 10, 2016, 06:28:15 PM »
I enjoy recreating scenes and battles in blockland using bots. But I always run into two problems that keep me from making my concepts a reality. Firstly the best guns, namely gravitycats weapons, do not reload automatically. Therefore, when a bot's clip runs out, that's it. It won't be able to shoot anymore. I was wondering if there was a line of code I could implement that could give his weapons that basic,universal, functionality. You guys are geniuses, so I figured I could ask you for some help.

The second thing that ruins my build is a bots odd inability to stand in one spot and shoot. I thought of a way to fix this, but I'm not smart enough to figure it out. You guys remember the Ability Bot's released by The Resonte? In that pack was a bot labeled 'Still'. This bot did not move, and would shoot at you.

 Anyway, I wanted bots to move to cover and shoot. I was planning on eventing a bot to go to a brick and have it's datablock changed to the still player-type so that it could just stand there and shoot. But I can't. Because it's not a player-type and doesn't come up in the 'changedatablock' list. Before you ask, yes, I HAVE tried the no-move playertype. It would work, but the bot's base code ruins it. If they see an enemy and notice that they can't move, they'll start spazzing out, ducking like forty-goin' north and losing their target a ga-jillion times in the process. It doesn't work.

However, the STILL playertype DOESN'T spaz out, and I don't know why. It will just stand there and try to kill you, not losing you or ducking at all. Like a normal person trying to snipe you from cover. My big idea was to create 'Still' versions of other player-types so that they could retain their attributes and work with that event I described up there. Only problem is that I don't know how. For instance, it's not as easy as taking the MasterCheifShooter_Playertype and just copying it and renaming it to MasterCheifShooter2. Things need to be changed up in the code to recognize the new string, and I don't know where those are.

Also, despite looking at the Still bot's code, for the life of me, I can't figure out why it doesn't WANT to move and doesn't spaz out when it can't. If I could identify the string of code doing this, I was hoping I could implement it into a modded player-type, like one of the awesome Shooter playertypes.

Would you guys care to help a brotha' out a little bit?

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