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Topics - Desolation

Pages: [1] 2
1
Modification Help / applyBodyColors sets default preferences.
« on: February 06, 2011, 12:02:29 AM »
Never-mind, I didn't know there was a node for all of the hats.

2
Modification Help / C++ Error / Schedule Limit?
« on: January 29, 2011, 07:14:34 PM »
Derp.

3
Help / Visual Studio - Just in time debugger.
« on: November 14, 2010, 01:52:40 PM »
Ever since the new version was released I get this error message at random intervals but it always happens when I click something on a Gui. After such my Blockland crashes.


4
Suggestions & Requests / Request: Opinions on the type of a new project.
« on: September 28, 2010, 11:29:19 PM »
I've been wanting to work on a new project lately and was wondering what the community would like best. The poll will run for ten days and I'll select the most popular/discussed option.

Thanks for your opinions.

5
Modification Help / Client viewing through the eyes of a other client.
« on: September 26, 2010, 10:06:15 PM »
Due to a recent Hard-Drive crash I lost a part of my script. I just coded this yesterday but I can't get it to work again for the life of me.

With the following code the "vic" is able to see through my eyes but upon clicking/jumping/calling onTrigger it sets the camera back to normal. I'm guessing that I need to block the inputs for the player but I can't figure out the correct variables to do so.
Code: [Select]
       
//vic is the player hit by a projectile.
//client is the client firing the projectile
%vic.client.camera.setMode("Corpse",%client.player);
%client.player.setControlObject(%vic.client.camera);

6
Add-Ons / Stranded Gamemode
« on: August 23, 2010, 06:41:57 PM »


What is this?:
A gamemode in which you're meant to survive on a tropical island. Farm, Mine, Fish, Cut, and do many other actions.

Features:
  • Farming
  • Realistic Needs
  • Unique Fishing System
  • Easy customization.
  • Resource to brick system.
  • Much more.

Obvious Information:
Waterskin is Seawater, so you're drinking salt.


Custom Content:
I will not be supporting any custom content, you can view how to create new items and new bricks in Prefs.cs and Datablocks.cs.

Bugs:
Do not host this on a dedicated server, I've yet to fix the minigame for such.
Forge is useless/lacking a good model.
Shipwreck doesn't have a model.
Journal needs model.
Local and OOC when gamemode disabled
Needs restricted /grant
/God shouldn't exist.

Upcoming Features:
More mixtures

Download(s):

The code is extremely un-efficient but it still works.
Disable major add-ons such as Zombies,ZAPT,CityRP,TDM, and whatever else might affect the gamemode. All weapons, vehicles, and tools should be safe to enable.
All of these are required.


Trueno's Colorset - http://forum.blockland.us/index.php?topic=87801.0
Multiple Slot Players - http://forum.blockland.us/index.php?topic=79444.0

Maps - Drag the contents of Maps.zip into add-ons.

Link - Drag the contents of Stranded.zip into add-ons.


Mod Mirror - Drag the contents of Stranded.zip into add-ons.


Disclaimer:
This is the first release, meaning there are bound to be bugs and odd issues.
If you encounter a bug then go ahead and post it.
It's your choice to download/use this, if you insist on bitching about how horrible it is then you can go somewhere else.
By downloading this you agree not to re-upload this mod or any derivatives of this mod.


Commands:
/equip ToolName --After crafting a weapon.
/grant Name Amt --For admins to give materials
/spawnmob Boar --Spawns a boar
/drop name amt --Drops materials for storage.
/give name amt --Gives stuff to the person you're looking at.




Credits:
  • Cyanian - Models
  • Heedicalking - Models
  • Beta Team - Multiple people, you know who you are.
  • Creator(s) of the required add-on(s).
  • Orthone - Bug Finder Guy

Donation's are optional.

All donation's are put towards the maintenance of my server(s) and general support of my mods. Anyone who deposits a donation of $5.00USD or more will receive a Beta Pass to future modifications that I create.

Thanks for your patronage.



7
Modification Help / Stranded
« on: August 06, 2010, 07:54:06 PM »
Topic is in Add-Ons.

8
Modification Help / Fallout Roleplay
« on: May 01, 2010, 12:55:47 AM »
Fallout Roleplay



About:
War..War never changes..

Since the dawn of human kind, when our ancestors first discovered the killing path with rock and bone, blood has been spilled in the name of everything, from God, to justice, to simple psychotic rage.

In the year 2077, after a millennium of armed conflict, destructive nature of man, could sustain itself, no longer. The world was plunged into an abyss of nuclear fire, and radiation.

But it was not, as some had predicted, the end of the world. Instead, the apocalypse was just the prologue to another bloody chapter of human history. For man, had succeeded destroying the world..

But war..War never changes.."


Welcome to The Capital Wasteland. Washington D.C. has fell to ruin and ash, we are the stranded, the lost, and the forgotten. We the people of this Wasteland have here established the town of Blockoton, a small thriving city that is stationed around an inactive explosive device. Super Mutants, Raiders, Mercenarys, these are just a few of the many dangers in our new land.


Features:
Note: This is not a complete list of the features we plan to implement.
  • The Visor - A HUD that displays all of your information.
  • Admin Ticket Support - Send in a ticket to contact an admin.
  • Factions - Become a faction, such as Raider, Scavenger, ect.
  • Immense Log System - For catching those crafty idiots.
  • Save Database - To save all of your work.
  • Dynamic Item Base - Dozens of items throughout The Wastes.
  • Custom Chat - Local, Actions, Whisper, ect.
  • Radiation - For all of your fleshy needs!
  • Artificial Intelligence - Intelligent monster that solve their problems.
  • Short Wave Radio - A radio to contact your comrades!
  • Dynamic Material System - You need to scavenge to build.



The Team:
  • Desolation - Scripter, Project Coordinator
  • Venister/Clockturn - Scripter
  • Triple Nickels - Scripter
  • Gadgethm - Scripter
  • Wicked - Scripter/Gui Scripter
  • Kheyre - GUI Scripter
  • Heedicalking - Modeler
  • Iownu424(*Cyanian*) - Modeler
  • Kevin - Modeler
  • Oasis - Mapper
  • Banana - Builder
  • Anti-Block - Builder
  • Joker Card - Builder
  • Orthone - Tester
  • Nienhaus1 - Tester
  • Orion - Tester

Recruiting:
Anyone that has a special skill and wishes to join may post with the following format. Note: We are no longer accepting any more modelers/testers.

Name:
Age:
Skill:
A one paragraph explanation as to why you think that you can benefit the team. Also, include any previous pieces of work that you think are suitable to this project.



Media:

Show Case 1:

Note: After I recorded the video three times before hand I was quite pissed of all the work I had to go through just to upload the video and in doing so I spoke very unclear/fast. I'll most likely redo the video when my computer is back and acting normal.
http://www.youtube.com/watch?v=Zf5evDv-5e4

The Map:
http://oasisofdesign.weebly.com/news.html



Donate:

Donations are optional.



All donation's are put towards the maintenance of the server. Anyone who deposits a donation of $5.00USD or more will receive V.I.P status which grants a small amount of benefits to the player. Any donation of $5.00USD or more will also receive a Beta Pass. Refunds are only available with a valid reason, a non-notified refund will be voided and will result in a form of punishment.

Donation List:
None


9
Modification Help / AIPlayer Path Finding/Wall Detection
« on: April 24, 2010, 05:28:18 PM »
My issue is that the AIPlayer runs towards a wall and either gets stuck in a corner, or decides to be handicapped and change directions.

How would I go about making the AIPlayer turn away from/follow the wall when isObject(%raycast) is true. I can't seem to find any code that relates to this problem.

Code: [Select]
function AIPlayer::randomMove(%player,%z)
{
%loc = vectorAdd(%player.getTransform(),getRandom(-25,25) SPC getRandom(-25,25) SPC %z);
%vec = VectorDist(%player.SpawnPos, %player.gettransform());

%EyeVector = %player.getEyeVector();
%EyePoint = %player.getEyePoint();
%Range = 2;
%RangeScale = VectorScale(%EyeVector, %Range);
%RangeEnd = VectorAdd(%EyePoint, %RangeScale);

%raycast = containerRayCast(%eyePoint,%RangeEnd,$TypeMasks::FxBrickObjectType, %player);
if(isObject(%raycast))
{
if(vectorDist(%player.PrevLoc,%player.position) < 2)
{
%player.BotJump();
}
           //Make the bot turn here?
}

%player.setMoveDestination(%loc);
}

10
Modification Help / File Writing - Overwrite
« on: December 25, 2009, 10:01:27 PM »
Well, I made an easy Npc spawn creator. When I already have an initial spawn in the list and I attempt to create another the following happens.

Pre-Result:
Quote
1 - This is the spawncount.
Trader PosX PosY PosZ - This is normal.

After adding another spawn Result:
Quote
2
Orc PosX PosY PosZ - Trader is overwritten by Orc.
Orc PosX PosY PosZ - Orc is placed on the last line as well.

Well, I know how this happens but have no idea how to fix it without assigning a specific Global variable to each spawn, which I would rather not do.

Command:
Code: [Select]
function serverCmdNPCSpawn(%client,%type)
{
%Pos = %client.player.getPosition();
%file = new FileObject();
%file.openForWrite("Config/Server/Medieval/NPC/Spawns.txt");
$SpawnCount += 1;
%file.writeline($SpawnCount);

while(%Saved <= $SpawnCount)
{
%Saved += 1;
%file.writeline(%Type SPC %Pos);
}

%Saved = 0;
%file.close();
%file.delete();
}

11
Modification Help / ServerSided Variable -> ClientSided
« on: December 22, 2009, 05:02:49 PM »
So, I began to create my dynamic inventory today. The only problem I've come in contact with is getting the "Amount" of a variable the player has.

My issue is that %Amt returns 0.

Server Side:
Code: [Select]
$RoleplayLightOn = 0;
package Inv
{
function serverCmdLight(%client)
{
if($RoleplayLightOn == 1)
{
parent::ServerCmdLight(%client);
}
else
{
commandToClient(%client,'OpenInvMenu');
}
}
};
activatePackage(Inv);


function serverCmdGetResources(%client)
{
while(%Set < $MaxInvItems)
{
%Set += 1;
%type = $InvItem[%Set];
%amt = %client.Roleplay[%type];
commandToClient(%client,'SetRPItems',%type,%amt);
}
}

Client Side:
Code: [Select]
$InvItem[1] = "CopperOre";
$InvItem[2] = "IronOre";
$MaxInvItems = 2;

function clientCmdOpenInvMenu(%this)
{
while(%UT < $MaxInvItems)
{
%UT += 1;
%Obj = $InvItem[%UT];

echo("Object: " @ %Obj);
%Amt = serverCmdGetResource(%Obj);
echo("Amount: " @ %type);

if(%type > 0)
{
InvTextList.addRow(%UT, %obj TAB %amt);
}
}
canvas.pushDialog(Medieval_Inventory);
}

12
Modification Help / Delete please.
« on: December 21, 2009, 11:15:59 PM »
Nevermind.

13
Modification Help / AIPlayer Shadows & MountedImage
« on: December 21, 2009, 02:30:25 AM »
Well, I recently made a Monster system for my roleplay. But for some odd reason when I mount an image to the AIPlayer and set all of the nodes to "0" alpha, the mounted model has invisible gaps in the model where the players body parts are, Example: You can see a hand in the mountedImage.

Also, you can see the AIPlayer shadow.

Are there any fixes that can be applied to this, or a workaround for the matter.

Code: [Select]
datablock ShapeBaseImageData(RPSpider) 
{
     shapeFile = "./Shapes/Monster/Spider.dts";
     emap = false;
     mountPoint = $PantsSlot;
     offset = "0 0 -1.8"; // Set the model to the ground based on the Bot PantSlot.
     eyeOffset = "0 0 0";
     rotation = "0 0 0 0 0";
     className = "itemimage";
};

if(%F $= "Spider")
{
%Mob.setNodeColor("ALL","0 0 0 0");
%Mob.mountImage(RPSpider,$PantsSlot);
}

14
Modification Help / Desolation - Medieval Roleplay
« on: December 18, 2009, 09:01:49 PM »

About:
This Roleplay takes place in the land of "Darian", a fantasy land that contains many strange people, creatures, and magic. The land is bountiful, but also dangerous. The town of "Bah'Dahur" is the small village in which you wake in, beyond the walls lays a vast land which is up to you to explore. The land is home to dangerous creatures and ancient secrets.

What I need:
Well, I could use some a Modeler or two, and some artists that can create CI_Icon's and Item_Icon's.

Features:

    • Mining - Mine Ore to either sell or Smith.
    • WoodCutting - Chop wood for many miscellaneous uses.
    • Blacksmithing - Forge your own Weapons & Armor.
    • Farming - Grow your own plants.
    • Monster System - Kill magical beasts for loot and exp.
    • Unique Ticket System - Used for notifying admins without spamming chat.
    • Help Database - Many help topics for the Roleplay.
    • Log System - Used for properly distributing fair bans.
    • Player Based Economy - Meaning you can't just buy everything.
    • Quest System - We are developing a Quest system to allow more unique roleplay situations.
    • AI System - Traders, Monsters, ect.
    • Custom Chat - Local Chat, OOC Chat, Dead & Loading chat.
    • HUD - Displays your most important information at the bottom of the screen.
    • Custom Content - New Swords, Arrow Types, Ect.


    The Team:

    • Desolation - Main Scripter
    • Jervan - Main Modeler
    • ArmyUnit - Secondary Modeler
    • Heedical - Backup Modeler
    • Proog - Backup Modeler
    • Oasis - Main Mapper
    • Kheyre - Main GUI Mapper

    Media:
    Show Case - December 18, 2009.
    Show Case2 - December 23, 2009.




    Donate:



    All donation's are put towards the matinence of the server.
    [/list]

    15
    Modification Help / Dynamic Gui Menu(s)
    « on: December 18, 2009, 01:41:17 AM »
    Well, I've found my self in need of creating both an Inventory and a Vendor GUI, yet I have little to no idea of how to make the menu Dynamically add items and such. Also, I can create the buttons and the functions for them but I have utterly no idea on how I would create windows like the following picture displays.

    Key:
    Blue = Traders Menu, E.G $TraderItem1["Trader"] = "CopperSword";
    Red = Players Inventory, E.G CopperSwordx13
    White = Item Info, E.G $ItemPrice = 50; $ItemName = "CopperSword".


    Pic: Yes, I know the picture looks like stuff.



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