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Topics - Brixmon

Pages: [1] 2
1
Modification Help / Weapon doesn't do any radius damage
« on: November 02, 2017, 05:30:47 AM »
This is confusing... I referenced the code from the Rocket Launcher just to be sure, but I can't figure out why this weapon won't do any radius damage.
I have to directly hit an enemy to do anything, and if I reduce the projectile's directDamage to 0, it does no damage at all.

Code: [Select]
datablock ExplosionData(DemonFireballWandExplosion : AdminWandExplosion)
{
  uiName = "Demonflame Fireball Explosion";
  particleEmitter = "";
  emitter[0] = DemonFireballWandExplosionEmitter;
  lifetimeMS = 100;
 
  soundProfile = DemonWandHitSound;
 
  faceViewer     = true;
  explosionScale = "1 1 1";
 
  damageRadius = 4;
  radiusDamage = 25;
 
  // Dynamic light
  lightStartRadius = 4;
  lightEndRadius = 0;
  lightStartColor = "0.66 0.19 1";
  lightEndColor = "0.29 0 1";
};

//### Projectile

datablock ProjectileData(DemonFireballWandProjectile)
{
  uiName = "Demonflame Fireball";
  projectileShapeName = "";
  directDamage = 25;
  directDamageType = $DamageType::MagicWand;
  radiusDamageType = $DamageType::MagicWand;
  impactImpulse = 100;
  verticalImpulse = 0;
  particleEmitter = DemonFireballWandEmitter;
  explosion = DemonFireballWandExplosion;
  bounceExplosion = DemonFireballWandExplosion;
  muzzleVelocity = 40;
  verInheritFactor = 0;
 
  armingDelay         = 4500;
   lifetime            = 5000;
   fadeDelay           = 5000;
   bounceElasticity    = 1;
   bounceFriction      = 0;
   isBallistic         = true;
   gravityMod = 20;
};

2
Modification Help / Base addon code?
« on: November 01, 2017, 10:00:25 PM »
I'm not talking about 'default' add-ons- like Weapon_Gun, Weapon_Rocket_Launcher, or Vehicle_Jeep. I mean items that are always loaded as part of the base game-
the wrench, hammer, wand, etc. Mostly, I need emitter/particle/image data, as having the default Wand/Destructo Wand's code would be helpful for making spellcasting wand variants.

But I've looked around, and the game files don't seem to have them in a readable .cs format. I don't precisely know what to search for, so I'm asking here again.

Oh, also, if it seems like I'm doing a lot of unrelated things, I am. I'm juggling a bunch of different server concepts to see what works and what people will play.

3
Help / VCE - Item collection system, escape/generator win system
« on: October 29, 2017, 08:46:04 PM »
I've tried this before, but it always screws up in weird and occasionally hard to reproduce ways.

The basic outline is, I have a brick that, on minigame reset, gradually randomizes the locations of eight collectable items. These could be pages, gas cans, bepises, or what-have-you. The location randomization system I have works, but no matter how hard I try, the game can't seem to remember how many items were collected and refuses to act properly. For some reason, sometimes the game thinks that all have been collected and activates events pertaining to that on the very first item. I have no clue why.

Basically, these items are set to disappear onActivate and increment a variable related to the minigame, as well as tell some bricks to check how many items there are and
display them in either chat or centerprint. But it just doesn't work half the time, and this is strange because by every means I can see, it should work perfectly.

I'd provide a screenshot, but I haven't because I suspect my entire system is broken. But the VCE manual's no help, searching on the forums is no help, so I have to ask here.

Can someone just provide me with a system that...
  • Randomly unhides one of four bricks labeled item1a/b/c/d etc, and repeats this up to item8 every minigame reset
  • Upon clicking one, hides it and adds one item to the minigame's item count, displaying to everyone how many have been collected
  • Upon collecting all eight, enables events for either a generator that must be started to win the round or, ideally, enables an 'escape here' zonebrick that wins the round once all LIVING players enter the zone
I hope this isn't too much to ask. It seems simple to me, but VCE is messing it up in ways I can't even comprehend.

4
Modification Help / Weapon won't fire anything
« on: October 27, 2017, 01:59:28 PM »
Someone tell me if posting this many help threads is against the rules or something. As far as I can tell, it isn't...

Soo... now I'm trying to get this weapon to work. It's an invisible weapon meant to work with the Ghast playertype located here: https://forum.blockland.us/index.php?topic=289735
But it doesn't fire anything. The Ghast usually animates properly- its face changes when it's supposed to fire, though sometimes it gets stuck in armAttack and doesn't go back to Root. Even spawning the Ghast Fireball projectile with events works properly- the particles are right, it flies right, and it explodes right.
But no matter how I change it, I can't seem to get it to fire. I have a feeling it's got something to do with the "Charge" state, which is meant to provide a delay before firing to replicate the Minecraft Ghast's chargeup time and give it time to make the sound before firing. But as far as I can tell, it's correct.
Code: [Select]
//GhastFireball.cs

//audio
datablock AudioProfile(GhastFireSound)
{
   filename    = "./ghastfire.wav";
   description = AudioClose3d;
   preload = true;
};

datablock AudioProfile(GhastExplodeSound)
{
   filename    = "./ghastexplode.wav";
   description = AudioDefault3d;
   preload = true;
};
datablock AudioProfile(GhastChargeSound)
{
   filename    = "./ghastcharge.wav";
   description = AudioClose3d;
   preload = true;
};

datablock ParticleData(GhastTrailParticle)
{
dragCoefficient      = 2.5;
gravityCoefficient   = -0.17;
inheritedVelFactor   = 0.8;
constantAcceleration = 0;
lifetimeMS           = 850;
lifetimeVarianceMS   = 500;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0] = "0.2 0.2 0.2 1";
colors[1] = "1 0.5 0 0.5";
colors[2] = "1 0.25 0 0.25";
colors[3] = "1 0 0 0";
sizes[0] = 1.15;
sizes[1] = 1.0;
sizes[2] = 1.2;
sizes[3] = 1.5;
times[0] = 0;
times[1] = 0.1;
times[2] = 0.8;
times[3] = 1;

useInvAlpha = false;
};

datablock ParticleEmitterData(GhastTrailEmitter)
{
   ejectionPeriodMS = 5; //2
   periodVarianceMS = 0;
   ejectionVelocity = 15;
   velocityVariance = 5;
   ejectionOffset   = 0;
   thetaMin         = 0;
   thetaMax         = 5;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "GhastTrailParticle";

   uiName = "Ghast Fireball Trail";
};

datablock ParticleData(GhastExplosionParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 700;
lifetimeVarianceMS   = 400;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "0.9 0.9 0.6 0.9";
colors[1]     = "0.9 0.5 0.6 0.0";
sizes[0]      = 10.0;
sizes[1]      = 15.0;

useInvAlpha = true;
};
datablock ParticleEmitterData(GhastExplosionEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 10;
   velocityVariance = 1.0;
   ejectionOffset   = 3.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "GhastExplosionParticle";

   uiName = "Ghast Explosion Smoke";
   emitterNode = TenthEmitterNode;
};


datablock ParticleData(GhastExplosionRingParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 40;
lifetimeVarianceMS   = 10;
textureName          = "base/data/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "1 0.5 0.2 0.5";
colors[1]     = "0.9 0.0 0.0 0.0";
sizes[0]      = 8;
sizes[1]      = 13;

useInvAlpha = false;
};
datablock ParticleEmitterData(GhastExplosionRingEmitter)
{
lifeTimeMS = 50;

   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 5;
   velocityVariance = 0.0;
   ejectionOffset   = 3.0;
   thetaMin         = 0;
   thetaMax         = 180;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "GhastExplosionRingParticle";

   uiName = "Ghast Explosion Flash";
};

datablock ExplosionData(GhastExplosion)
{
   explosionShape = "Add-Ons/Weapon_Rocket_Launcher/explosionSphere1.dts";
soundProfile = GhastExplodeSound;

   lifeTimeMS = 350;

   particleEmitter = GhastExplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;

   emitter[0] = GhastExplosionRingEmitter;

   faceViewer     = true;
   explosionScale = "1 1 1";

   shakeCamera = true;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "3.0 10.0 3.0";
   camShakeDuration = 0.5;
   camShakeRadius = 20.0;

   // Dynamic light
   lightStartRadius = 10;
   lightEndRadius = 25;
   lightStartColor = "1 1 1 1";
   lightEndColor = "0 0 0 1";

   damageRadius = 4.5;
   radiusDamage = 125;

   impulseRadius = 6;
   impulseForce = 4000;
};


AddDamageType("Ghast");
datablock ProjectileData(GhastFireballProjectile)
{
   projectileShapeName = "base/data/shapes/empty.dts";
   directDamage        = 75;
   directDamageType = $DamageType::Ghast;
   radiusDamageType = $DamageType::Ghast;
   impactImpulse    = 500;
   verticalImpulse    = 500;
   explosion           = GhastExplosion;
   particleEmitter     = GhastTrailEmitter;

   brickExplosionRadius = 3;
   brickExplosionImpact = false;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 30;             
   brickExplosionMaxVolume = 30;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 60;  //max volume of bricks that we can destroy if they aren't connected to the ground (should always be >= brickExplosionMaxVolume)

   muzzleVelocity      = 65;
   velInheritFactor    = 1.0;

   armingDelay         = 00;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = false;
   gravityMod = 0.0;

   hasLight    = true;
   lightRadius = 8.0;
   lightColor  = "1 0.5 0.0";

   uiName = "Ghast Fireball";
};

//////////
// item //
//////////
datablock ItemData(GhastFireballItem)
{
category = "Weapon";  // Mission editor category
className = "Weapon"; // For inventory system

// Basic Item Properties
shapeFile = "base/data/shapes/empty.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "Ghast Fireball";
iconName = "./icon_GhastFireball";
doColorShift = false;
colorShiftColor = "1 1 1 1.000";

// Dynamic properties defined by the scripts
image = GhastFireballImage;
canDrop = true;
};

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(GhastFireballImage)
{
   // Basic Item properties
   shapeFile = "base/data/shapes/empty.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   eyeOffset = 0; //"0.7 1.2 -0.5";
   rotation = eulerToMatrix( "0 0 0" );

   // When firing from a point offset from the eye, muzzle correction
   // will adjust the muzzle vector to point to the eye LOS point.
   // Since this weapon doesn't actually fire from the muzzle point,
   // we need to turn this off. 
   correctMuzzleVector = false;

   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "WeaponImage";

   // Projectile && Ammo.
   item = GhastFireballItem;
   ammo = " ";
   projectile = GhastFireballProjectile;
   projectileType = Projectile;

//casing = GhastFireballShellDebris;
shellExitDir        = "1.0 -1.3 1.0";
shellExitOffset     = "0 0 0";
shellExitVariance   = 15.0;
shellVelocity       = 7.0;

   //melee particles shoot from eye node for consistancy
   melee = true;
   //raise your arm up or not
   armReady = false;
   
   doColorShift = false;
   colorShiftColor = GhastFireballItem.colorShiftColor;//"0.400 0.196 0 1.000";

   //casing = " ";

   // Images have a state system which controls how the animations
   // are run, which sounds are played, script callbacks, etc. This
   // state system is downloaded to the client so that clients can
   // predict state changes and animate accordingly.  The following
   // system supports basic ready->fire->reload transitions as
   // well as a no-ammo->dryfire idle state.

   // Initial start up state
stateName[0]                     = "Activate";
stateTimeoutValue[0]             = 1;
stateTransitionOnTimeout[0]       = "Ready";
// stateSound[0] = weaponSwitchSound;

stateName[1]                     = "Ready";
stateTransitionOnTriggerDown[1]  = "Charge";
stateAllowImageChange[1]         = true;
stateSequence[1] = "Ready";

stateName[2]                     = "Charge";
stateTransitionOnTimeout[2]  = "Fire";
stateTimeoutValue[2]             = 0.6;
stateAllowImageChange[2]         = false;
stateSound[2] = GhastChargeSound;
stateSequence[2] = "Ready";

stateName[3]                    = "Fire";
stateTransitionOnTimeout[3]     = "CoolDown";
stateTimeoutValue[3]            = 0.1;
stateFire[3]                    = true;
stateAllowImageChange[3]        = false;
stateSequence[3]                = "Fire";
stateScript[3]                  = "onFire";
stateWaitForTimeout[3] = true;
stateSound[3] = GhastFireSound;
    stateSequence[3]                = "Fire";
//stateEjectShell[2]       = true;

    stateName[4] = "CoolDown";
    stateTimeoutValue[4]            = 0.3;
    stateTransitionOnTimeout[4]     = "Reload";
    stateSequence[4]                = "TrigDown";
   
    stateName[5] = "Reload";
stateTransitionOnTriggerUp[5]     = "Ready";
stateScript[5]                  = "onReload";
stateSequence[5] = "TrigDown";

};

function GhastFireballImage::onFire(%this, %obj, %slot)
{
%obj.playthread(2, armAttack);
}

function GhastFireballImage::onReload(%this, %obj, %slot)
{
%obj.playthread(2, root);
}

5
Modification Help / How to mount an image to a player?
« on: October 24, 2017, 05:50:07 PM »
I just can't seem to get this to work. Like my previous two threads (I sincerely hope I'm not spamming...), I figure the problem must be simple, but it doesn't seem to work.
I cannibalized code from Ability Bots ( https://forum.blockland.us/index.php?topic=292925.0 ), specifically the Phase C bot, to try to get a similar effect.
I want a playertype that's phased and has an emitter attached to it, but the actual process of mounting the image seems different for players than bots.

Sorry to bother you again, forum! But can you help?

Code: [Select]
datablock PlayerData(PlayerCauchemar : PlayerStandardArmor)
{
uiName = "Cauchemar";
canJet = 0;
rechargeRate = 0;
showEnergyBar = false;
maxdamage = 9999;
};

datablock ParticleData(CauchemarParticle)
{
textureName          = "base/data/particles/dot";
dragCoefficient      = 0.0;
gravityCoefficient   = 0.0;
inheritedVelFactor   = 0.0;
windCoefficient      = 0;
constantAcceleration = 0;
lifetimeMS           = 1250;
lifetimeVarianceMS   = 0;
spinSpeed     = 0;
spinRandomMin = -90.0;
spinRandomMax =  90.0;
useInvAlpha   = false;

colors[0] = "0.32 0 1 1.0";
colors[1] = "0.49 0 1 0.85";
colors[2] = "0.74 0 1 0.0";

sizes[0] = 0.2;
sizes[1] = 0.15;
sizes[2] = 0.1;

times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};

datablock ParticleEmitterData(CauchemarEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = -10.0;
   velocityVariance = 0.0;
   ejectionOffset   = 10.0;
   thetaMin         = 0;
   thetaMax         = 180;
   phiReferenceVel  = 720;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "CauchemarParticle";

   //useEmitterColors = True;
   useEmitterColors = False;

    uiName = "Cauchemar";
};

datablock ShapeBaseImageData( CauchemarImage )
{
shapeFile = "base/data/shapes/empty.dts";
emap = false;

mountPoint = 7;//$HeadSlot; //i want it to spawn the emitter on his torso, so instead of "4", a foot, it's "2", the torso
//alternatively i can set it to "7" for his pants

offset = "0 0 0";
rotation = "1 0 0 180";

stateName[0] = "Ready";
stateTransitionOnTimeout[0] = "FireA";
stateTimeoutValue[0] = 0.1;

stateName[1] = "FireA";
stateTransitionOnTimeout[1] = "Ready";
stateWaitForTimeout[1] = True;
stateTimeoutValue[1] = 0.1;
stateEmitter[1] = CauchemarEmitter; //wandExplosionEmitter; //PlayerJetEmitter;
//this is the only thing i'll change probably
//you can change the "A" to letters A-F
//those are all the emitters.
stateEmitterTime[1] = 1000;

// stateName[2] = "Done";
// stateScript[2] = "onDone";
};

function PlayerCauchemar::onAdd(%this,%obj)
{
armor::onAdd(%this,%obj);

%obj.mountImage( CauchemarImage, 2);

GameConnection::ApplyBodyParts(%obj);
GameConnection::ApplyBodyColors(%obj);

//this is the glitchy phase effect
//allows the bot to be a portal to the skybox
%obj.setNodeColor("ALL", "0 0 0 0");
}

6
Modification Help / Command to make player play sound (again no GUI)
« on: October 22, 2017, 10:03:02 PM »
Hey! I've got another problem here.
Pretty much the same as what I needed before, but even simpler, and for sound files this time.

This is probably a dumb question, the answer to which should be obvious to those more experienced than I, but alas, I can't decipher bldoc.nullable.se to find the information I seek, soo...

For the same reasons as before, I want to make a /command to make the player(not the client or server) play a 3d sound. Specifically, I was trying to make it randomly select a sound from a list, which I sampled Player_Overwatch for, since that Tracer playertype can play multiple random sounds for its blink ability. But I obviously messed something simple up here, I just don't know what it is.

This is the test addon's code in its entirety.

Code: [Select]
//Emote_Alarm.cs

datablock AudioProfile(chrys_scream1Sound)
{
filename = "./chrys_scream1.wav";
description = AudioClosest3d;
preload = false;
};

datablock AudioProfile(chrys_scream2Sound : chrys_scream1Sound)
{
filename = "./painis_2.wav";
};

datablock AudioProfile(chrys_scream3Sound : chrys_scream1Sound)
{
filename = "./duckn_alert.wav";
};

datablock AudioProfile(chrys_scream4Sound : chrys_scream1Sound)
{
filename = "./skel_buzz_skeletonalarm.wav";
};

function serverCmdhorrortest(%client)
{
if(isObject(%client.player))
%pl.schedule(1,playAudio,4,chrys_scream @ getRandom(1,4) @ Sound);
}

Clearly a simple error, as the console spits this out when I try the test command.

Quote
Add-Ons/Script_PlayerHorrorSounds/horrorsounds.cs (0): Unable to find object: '' attempting to call function 'schedule'
BackTrace: ->serverCmdhorrortest
And of course, it doesn't play the sound. To clarify, I did check that the sounds worked. They do... even though it took me like two days to figure out that they had to be 16-bit PCM wavs.

7
I know Item_Boombox already exists. ( https://forum.blockland.us/index.php?topic=278054.0 )
What I need is a command that uses an argument after said command to set which music, with no GUI at all.
For example, "/pmusic peaceful" would cause the player to play the Peaceful music on loop. A command without an argument would stop the music.
I need this specifically to use in tandem with a server command keybind mod to quickly change player music on the fly. The reason as to why I need all this is complicated and not important.

I imagine this would be very simple to do with code, but the problem is that I'm not very familiar with torquescript. I don't know what that would look like.
My first thought was to reference script_advancelight ( https://forum.blockland.us/index.php?topic=82651.0 ) and edit item_boombox, which also uses an argument involving the UI name of the item to set it, rather than a GUI.
So could someone with more experience than I help me out with this?

8
Title. The schedule limit in LAN is perfectly fine, but on dedicated servers it seems permanently broken and even putting console commands in to raise it don't do anything at all. I even checked, told the console to talk and it's not going above 1000 (which apparently might be the maximum, but I never had this issue before, and it still works on LAN.)
console.log is attached.

9
Suggestions & Requests / Bot Damage Multiplier event?
« on: May 19, 2016, 09:00:11 PM »
I've searched, and found https://forum.blockland.us/index.php?topic=292967.0 , but it isn't really what I'm looking for.
I want to set the damage multiplier of a bot without modifying its scale or health. I've already got the Health system and Event_Speeds for configuring bots, but I don't necessarily want all my Gun-wielding bots to be dealing 30 damage per hit, you see.
I could simply make edits of these add-ons to change their damage, but I'd like to avoid having to do that if possible.

10
http://www.mediafire.com/download/ohppc2ba7njyblf/Player_XCOM.zip
I see no more errors in the console, but none of the playertypes or weapons are selectable.
Edit: I've just noticed that the MaxDamage fields don't have a semicolon and equals symbol as they should. So that explains that.

Additionally, I want to know if my method to hide the Floater's foot nodes was correct or not, and if not, how to fix it.
I also want to know how to give my weapons the properties of having both of the player's hands raised,
and make them use the rapid click animation, as Rotondo's old zombies did.

I tried searching for help on this matter, which is where I got the Floater's foot node hiding script from, but I've probably incorrectly implemented it, and for the rest, I'm just not sure what exactly to search for.

11
Modification Help / Weapons not dealing proper damage
« on: March 17, 2015, 01:55:32 PM »
Basically, I'm trying to modify a bunch of weapon packs so that they're more suited balance-wise to an Endless Zombies server, and I've run into a few problems.

1. The Tactical Bullpup refuses to deal the proper amount of damage, even though it's been completely severed from the original Tier+Tactical addons, along with the rest of the weapons.

2. The following weapons have been set to deal more than 100 damage, but will only do that much (tested, 100 hp bot is instakilled, but 101 hp bot takes two hits with all of these):
TF2 Ubersaw: Set to 200
Arcane Magics Drain+: Set to 400
Land Dragon Claw: Set to 175 for both slashes, and 230 for the combo bite, all only deal 100
Dragon Fireball: set to 700 dmg
Dragon Firebarrage: Uses same damage as Fireball
SDragon Firedart: set to 248 dmg
SDragon Bite: set to 138 dmg
SDragon Wing Slash: set to 207 dmg

2.5: These weapons were also set to do more than 100 damage, but they deal an amount just slightly above 100 for some reason instead.

T+T Sniper Rifle: Set to 170 dmg, 340 for headshot, only deals 101 dmg and 301 for headshot
T+T Silenced Sniper: Set to 215 dmg, 430 for headshot, only deals 102 and 302 dmg
T+T Classic Sniper: Set to 262 dmg, 524 for headshot, only deals 102 and 302 dmg
T+T Retro Sniper: Set to 400 dmg, 800 for headshot, only deals 103 and 303 dmg

For comparison, the Frog's Weaponry Hawkeye deals the proper 350/1050 dmg I set it to, and the crossbow does the proper 225/1350.

I've prefixed all the addon filenames with "Z", so "Weapon" becomes "ZWeapon". I've also made sure to change all references to any file paths to their proper locations, and corrected all the namecheck.txt files. But I'm very inexperienced with this, so if I missed something, or screwed something up somewhere, be sure to tell me!

By the way, the Effects.cs is there because the Dragon Fireball weapon's radius damage is defined within it.


Download a .zip file containing all the broken instances of add-on code, as well as my ADD_ON_LIST.cs, here: DOWNLOAD

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Modification Help / Tier+Tactical: Grenade Damage?
« on: December 10, 2014, 12:39:34 AM »
Okay, so, I've been looking around in the code for Tier+Tactical, trying to mod the stats of the weapons there for an Endless Zombies server (so the fun never stops!), and I can't find where the Conc' Grenade and Stick Grenade radius damage fields are.
I've seen them for the RPG, for example, which has a Radius Damage of 100, but the grenades don't seem to have a value I can see to account for their ability to instantly kill a man.
So if anyone knows what value I'm supposed to modify, that would just be fantastic.
Oh, also, I don't know what values represent clip size and reload speed, so if I could know those I would be very thankful, as well.

Now, I'm NEARLY clueless when it comes to TorqueScript, so the answer is probably staring me in the face, but I've searched on this forum and haven't found anything. Though I probably just don't know what to search for.

13
To clarify: When I load a landscape save for my Fort Wars server that's saved as public bricks and then load the "buildings" save, which consists of bricks that should NOT be public and were not saved as public bricks, causes the loaded save to be public. Somehow.
Now, I can fix this by loading it as "Yours", but it's a Fort Wars server. I don't want to steal peoples' forts.

14
How do I replicate that effect in VCE? Specifically, I'm trying to get a zonebrick which has its own "players within zone" variable, detect when the amount of players inside it equals the amount of players alive on team1(slayer), and then do an event or range of events once that's been met. But I have no idea how to do that.

15
Help / [VCE] Collecting and returning "Pieces" to win
« on: March 10, 2014, 03:09:17 AM »
My current minigame has two variables attached to winning: <var:client:piecescarried> and <var:minigame:pieces>. The former is either 1 or 0 to determine whether or not the client is carrying a piece. The latter is how many pieces have been returned to the central win brick, henceforth referred to as "the Stone". When a player brings a piece back to the Stone by clicking on it, the variable "piecescarried" is set to 0 and 1 is added to the variable "pieces". When the value of "pieces" is equal to 6, the game is won and "pieces" is set back to 0.

Only problem is, this last part does not work. Ever. OnMinigameReset does not reset "pieces" to 0, nor does "OnVariableTrue" or "OnVariableFalse".
So what do I need to do to reset "pieces" to 0?

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