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Topics - Dr.Tyler O.

Pages: [1] 2 3 4
1
Modification Help / [Solved] Initial Explosions and Final Explosions
« on: September 20, 2018, 10:51:16 AM »
I'm working on a vehicle add-on and I only want it to explode once but I can't find any information about it. The vehicle always explodes twice due to these lines in the datablock I assume but changing the explosion projectile or commenting the lines out entirely does nothing to stop them. They seem to default to the jeep explosions if I am correct.


2
Off Topic / Grade A Advertising
« on: July 11, 2016, 04:30:06 PM »

3
Modification Help / [Solved] Replacing a brick's texture.
« on: January 29, 2016, 12:02:48 AM »
Let's say I have a custom brick, specifically a 1x2F, without a .dts model, only .blb. How would I replace the default texture for the top of the brick, like a print brick for instance.

4
Is there a simple way to do this? I have searched and looked at trace logs but I can't seem to figure it out.

5
Modification Help / [Solved] setMusic(), setLight(), setItem(), etc.
« on: January 21, 2016, 09:46:33 AM »
When I .dump(); a brick's object ID I get a lot of set commands such as setColor(), setLight(), setEmitter(), etc but only for some of them such as setColor() or setColliding() are the parameters specified. So my question to you guys is, is there a way to find the parameters those functions take or, if not, can someone explain? Thanks in advance and I apologize if this has been asked before but I can't find any information on it.



6
Modification Help / Displaying Images
« on: October 21, 2015, 06:58:50 PM »
I searched a lot before I decided to make this topic and the only useful thing I have learned is to make an image into a particle to make the client download it. However, I need to know if there is a way to display an image on a client's screen without the size reduction that <bitmap> has. Also, before anyone suggests it, I'm not attempting to create a GUI, I just want to display a full resolution image on a client's screen.

7
Modification Help / [Solved] Check when a vehicle spawns
« on: October 21, 2015, 12:56:38 PM »
I've done some digging around and can't seem to find the information on this. What is the function that is called when a vehicle/bot spawns? All I've managed to find was a function called onRespawn but I don't know the parameters and I'm not sure if this is even the correct function.

Edit: Here is the trace log:

Code: [Select]
==>trace(1);
   Console trace is on.
Leaving ConsoleEntry::eval() - return
Entering toggleConsole(1)
   Entering [CanvasCursor]GuiCanvas::popDialog(Canvas, ConsoleDlg)
      Entering [CanvasCursor]GuiCanvas::checkCursor(Canvas)
         Entering [CanvasCursor]GuiCanvas::checkTabFocus(Canvas)
         Leaving [CanvasCursor]GuiCanvas::checkTabFocus() - return
      Leaving [CanvasCursor]GuiCanvas::checkCursor() - return
   Leaving [CanvasCursor]GuiCanvas::popDialog() - return
Leaving toggleConsole() - return
Entering toggleConsole(0)
Leaving toggleConsole() - return 0
Entering wrenchVehicleSpawnDlg::send(wrenchVehicleSpawnDlg)
   Entering [CanvasCursor]GuiCanvas::popDialog(Canvas, wrenchVehicleSpawnDlg)
      Entering wrenchVehicleSpawnDlg::onSleep(9575)
      Leaving wrenchVehicleSpawnDlg::onSleep() - return
      Entering [CanvasCursor]GuiCanvas::checkCursor(Canvas)
         Entering cursorOff()
         Leaving cursorOff() - return
         Entering [CanvasCursor]GuiCanvas::checkTabFocus(Canvas)
         Leaving [CanvasCursor]GuiCanvas::checkTabFocus() - return
      Leaving [CanvasCursor]GuiCanvas::checkCursor() - return
   Leaving [CanvasCursor]GuiCanvas::popDialog() - return
Leaving wrenchVehicleSpawnDlg::send() - return
Entering [BotHolePackage]serverCmdSetWrenchData(13074, N  ^VDB 786^RCV 0^RC 0^C 0^R 0)
   Entering serverCmdSetWrenchData(13074, N  ^VDB 786^RCV 0^RC 0^C 0^R 0)
      Entering getQuotaObjectFromClient(13074)
         Entering getQuotaObjectFromBrickGroup(13058)
         Leaving getQuotaObjectFromBrickGroup() - return 14552
      Leaving getQuotaObjectFromClient() - return 14552
      Entering SimObject::setNTObjectName(14533, )
         Entering SimObject::clearNTObjectName(14533)
         Leaving SimObject::clearNTObjectName() - return
      Leaving SimObject::setNTObjectName() - return
      Entering fxDTSBrick::setVehicle(14533, 786, 13074)
         Entering fxDTSBrick::spawnVehicle(14533)
            Entering getQuotaObjectFromBrick(14533)
               Entering getQuotaObjectFromBrickGroup(13058)
               Leaving getQuotaObjectFromBrickGroup() - return 14552
            Leaving getQuotaObjectFromBrick() - return 14552
            Entering WheeledVehicleData::onAdd(786, 16614)
            Leaving WheeledVehicleData::onAdd() - return 4817154
            Entering [BotHolePackage]fxDTSBrick::colorVehicle(14533)
               Entering fxDTSBrick::colorVehicle(14533)
                  Entering [TankPackage]ShapeBase::setNodeColor(16614, ALL, 1 1 1 1)
                  Leaving [TankPackage]ShapeBase::setNodeColor() - return
               Leaving fxDTSBrick::colorVehicle() - return
            Leaving [BotHolePackage]fxDTSBrick::colorVehicle() - return
            Entering Projectile::onAdd(16615)
            Leaving Projectile::onAdd() - return 7 -3.26435 3.47021
         Leaving fxDTSBrick::spawnVehicle() - return
         Entering VehicleSpawnMarker::onAdd(16616)
         Leaving VehicleSpawnMarker::onAdd() - return 1
      Leaving fxDTSBrick::setVehicle() - return
      Entering fxDTSBrick::setRecolorVehicle(14533, 0)
         Entering fxDTSBrick::unColorVehicle(14533)
            Entering [TankPackage]ShapeBase::setNodeColor(16614, ALL, 1 1 1 1)
            Leaving [TankPackage]ShapeBase::setNodeColor() - return
         Leaving fxDTSBrick::unColorVehicle() - return
      Leaving fxDTSBrick::setRecolorVehicle() - return
      Entering getTrustLevel(13074, 14533)
         Entering getBrickGroupFromObject(13074)
         Leaving getBrickGroupFromObject() - return 13058
         Entering getBrickGroupFromObject(14533)
         Leaving getBrickGroupFromObject() - return 13058
      Leaving getTrustLevel() - return 3
      Entering getTrustLevel(13074, 14533)
         Entering getBrickGroupFromObject(13074)
         Leaving getBrickGroupFromObject() - return 13058
         Entering getBrickGroupFromObject(14533)
         Leaving getBrickGroupFromObject() - return 13058
      Leaving getTrustLevel() - return 3
      Entering getTrustLevel(13074, 14533)
         Entering getBrickGroupFromObject(13074)
         Leaving getBrickGroupFromObject() - return 13058
         Entering getBrickGroupFromObject(14533)
         Leaving getBrickGroupFromObject() - return 13058
      Leaving getTrustLevel() - return 3
      Entering fxDTSBrick::onDisappear(14533)
      Leaving fxDTSBrick::onDisappear() - return 14533
   Leaving serverCmdSetWrenchData() - return
Leaving [BotHolePackage]serverCmdSetWrenchData() - return
Entering ProjectileData::onExplode(56, 16615, 7.000000 -3.264350 3.480210)
   Entering getBL_IDFromObject(16615)
      Entering getBrickGroupFromObject(16615)
      Leaving getBrickGroupFromObject() - return -1
   Leaving getBL_IDFromObject() - return -1
Leaving ProjectileData::onExplode() - return 0
Entering toggleConsole(1)
   Entering [CanvasCursor]GuiCanvas::pushDialog(Canvas, ConsoleDlg)
      Entering [CanvasCursor]GuiCanvas::checkCursor(Canvas)
         Entering cursorOn()
         Leaving cursorOn() - return
         Entering [CanvasCursor]GuiCanvas::checkTabFocus(Canvas)
         Leaving [CanvasCursor]GuiCanvas::checkTabFocus() - return
      Leaving [CanvasCursor]GuiCanvas::checkCursor() - return
   Leaving [CanvasCursor]GuiCanvas::pushDialog() - return
Leaving toggleConsole() - return
Entering toggleConsole(0)
Leaving toggleConsole() - return 0
Entering ConsoleEntry::eval()
   ==>trace(0);
Console trace is off.

8
Modification Help / [Solved] ServerPlay3D()
« on: October 18, 2015, 11:44:25 AM »
I notice that sounds in Blockland, as you get farther away from them, slowly get quieter and quieter until eventually they are silent. However, when I use the ServerPlay3D function to play a sound, there is a very short distance that the sound can be heard from and the moment I step out of that small area of sound it is silent. There is no fade. How would I add the fade as well as make the distance the sound is heard from a larger area?

9
Modification Help / [Solved] Spawning an item at any coordinate
« on: October 12, 2015, 02:44:55 AM »
I was doing some digging on the forums and looking through a few add-ons but I can't seem to get an understanding of spawning items.

How do I spawn an item at a specified position on the map?

Also, thanks for all of the support the forum has been offering.

10
Modification Help / [Solved] onDeath()
« on: October 12, 2015, 12:19:08 AM »
I have been experimenting with the function GameConnection::onDeath() and I've noticed that, when I die and I have used this function, I can't click to respawn and the game window is frozen until I press F7 to respawn. I assume that when I'm using this function it overwrites the default function for onDeath. Also, I'm new to the Blockland API so this is probably a simple fix.

11
Modification Help / [Solved] Strings
« on: October 11, 2015, 07:20:19 AM »
Are there string functions in Torque? Things like you would find in the Lua String Library for instance. I can't seem to find any documentation on it.

Also, just as an example, let's say I have this:

Code: [Select]
%foo = "Hello World!";
And I want to replace every occurrence of the letter o with something else.

12
Let's say that someone buys Blockland and their ID is 103954. Naturally there Blockhead name would be Blockhead103954. But what if that name is already taken? What would the game to to fix that situation?

13
Add-Ons / Replacement Model for the Hammer
« on: April 21, 2014, 10:18:18 PM »
This add-on simply replaces the model for the hammer with a model that I created. No new script or anything of the sort.

DOWNLOAD








14
General Discussion / Poll regarding the Steam Workshop / RTB debate.
« on: February 09, 2014, 04:03:51 PM »
I realize that a lot of topics have already been made on this subject but I wanted to make a poll to see how the community feels about this on a larger scale. Do not post comments that insult RTB or Steam Workshop. Opinions are welcome (so long as they aren't insults) but please keep your arguments civil. Thanks!

15
Modification Help / mountPoint = ;
« on: January 12, 2014, 05:53:30 AM »
What are the mount points for the standard player?

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