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Topics - Platypi

Pages: [1] 2 3 4
1
General Discussion / Thoughts on Shop Systems?
« on: August 13, 2019, 03:03:33 PM »
I've seen a bit of polarization on the concept of shop systems (buying items or power-ups with score points), and figured it'd be good to gauge the general consensus.
  • Do you guys like shops?
  • What are the right and wrong ways to implement a shop system?
  • What are alternative ways to add longevity and a sense of progression to a gamemode?

2
Modification Help / [SOLVED] Mount Player/Bot to a Vehicle?
« on: March 19, 2018, 02:48:28 AM »
How do you manually mount a player or a bot to a wheeled vehicle? I tried...
Code: [Select]
WheeledVehicle::mountObject(%this, %player, %mountPoint);
// E.g. 28151.mountVehicles(findClientByName("SadBlobfish).player, 0);
Code: [Select]
Player::mountVehicles(%this, %vehicle, %mountPoint);
// E.g. findClientByName("SadBlobfish").player.mountVehicles(28151, 0);
and neither worked. It is possible I am using these functions incorrectly. I was also going to try to invoke Armor::onMount(%this, %obj, %mount, %node), but I'm not sure how to properly call it, and I figured this function is probably triggered by the proper mounting function.

Here is the trace of a player colliding with and entering a vehicle if it helps. Perhaps someone will see something I didn't:
Code: [Select]
Entering WheeledVehicleData::onCollision(702, 17058, 15380, 0.000048 0.000118 -7.521720, 7.521720)
   Entering findClientByBL_ID(6835)
   Leaving findClientByBL_ID() - return 13360
   Entering getTrustLevel(15380, 17058)
      Entering getBrickGroupFromObject(15380)
      Leaving getBrickGroupFromObject() - return 13344
      Entering getBrickGroupFromObject(17058)
      Leaving getBrickGroupFromObject() - return 13344
   Leaving getTrustLevel() - return 3
   Entering miniGameCstar fishe(15380, 17058)
      Entering getMiniGameFromObject(15380)
         Entering getBL_IDFromObject(15380)
            Entering getBrickGroupFromObject(15380)
            Leaving getBrickGroupFromObject() - return 13344
         Leaving getBL_IDFromObject() - return 6835
      Leaving getMiniGameFromObject() - return -1
      Entering getMiniGameFromObject(17058)
         Entering SimGroup::getClient(13344)
         Leaving SimGroup::getClient() - return 13360
         Entering SimGroup::getClient(13344)
         Leaving SimGroup::getClient() - return 13360
         Entering getBL_IDFromObject(17058)
            Entering getBrickGroupFromObject(17058)
            Leaving getBrickGroupFromObject() - return 13344
         Leaving getBL_IDFromObject() - return 6835
      Leaving getMiniGameFromObject() - return -1
   Leaving miniGameCstar fishe() - return -1
   Entering miniGameCstar fishe(15380, 17058)
      Entering getMiniGameFromObject(15380)
         Entering getBL_IDFromObject(15380)
            Entering getBrickGroupFromObject(15380)
            Leaving getBrickGroupFromObject() - return 13344
         Leaving getBL_IDFromObject() - return 6835
      Leaving getMiniGameFromObject() - return -1
      Entering getMiniGameFromObject(17058)
         Entering SimGroup::getClient(13344)
         Leaving SimGroup::getClient() - return 13360
         Entering SimGroup::getClient(13344)
         Leaving SimGroup::getClient() - return 13360
         Entering getBL_IDFromObject(17058)
            Entering getBrickGroupFromObject(17058)
            Leaving getBrickGroupFromObject() - return 13344
         Leaving getBL_IDFromObject() - return 6835
      Leaving getMiniGameFromObject() - return -1
   Leaving miniGameCstar fishe() - return -1
   Entering miniGameCanDamage(15380, 17058)
      Entering getMiniGameFromObject(15380)
         Entering getBL_IDFromObject(15380)
            Entering getBrickGroupFromObject(15380)
            Leaving getBrickGroupFromObject() - return 13344
         Leaving getBL_IDFromObject() - return 6835
      Leaving getMiniGameFromObject() - return -1
      Entering getMiniGameFromObject(17058)
         Entering SimGroup::getClient(13344)
         Leaving SimGroup::getClient() - return 13360
         Entering SimGroup::getClient(13344)
         Leaving SimGroup::getClient() - return 13360
         Entering getBL_IDFromObject(17058)
            Entering getBrickGroupFromObject(17058)
            Leaving getBrickGroupFromObject() - return 13344
         Leaving getBL_IDFromObject() - return 6835
      Leaving getMiniGameFromObject() - return -1
   Leaving miniGameCanDamage() - return -1
   Entering [PirateCannonPackage]Armor::onMount(38, 15380, 17058, 0)
      Entering [BotHolePackage]Armor::onMount(38, 15380, 17058, 0)
         Entering [TankPackage]Armor::onMount(38, 15380, 17058, 0)
            Entering Armor::onMount(38, 15380, 17058, 0)
               Entering ServerPlay3D(playerMountSound, -14.7808 9.38061 1.48565)
               Leaving ServerPlay3D() - return
            Leaving Armor::onMount() - return
         Leaving [TankPackage]Armor::onMount() - return
      Leaving [BotHolePackage]Armor::onMount() - return 17058
   Leaving [PirateCannonPackage]Armor::onMount() - return 17058
Leaving WheeledVehicleData::onCollision() - return 17058

3
Modification Help / [SOLVED] Server Command to List Color Codes
« on: March 19, 2018, 01:15:16 AM »
I swear there was some standard server command to list all color codes in their corresponding colors, like in this image:


Is this indeed a command and if so what is it?

4
Modification Help / TorqueML - Set Chat Font Size to Default?
« on: February 09, 2018, 12:21:13 AM »
Is it possible to set the size of a font in a chat message to a player's default font size? When I say default font size, I mean the "Chat Size" preference under the "Graphics" tab in the options menu.

I have found that the use of "<spop>" clears any formatting (when not associated with a previous "<spush>") and hence returns font to its default size. But this doesn't allow for the use of different fonts other than the default Palatino Linotype (at the default font size).

Let me know if you have any other solutions.

5
Add-Ons / [Server Mod] Trench Digging Plus
« on: February 02, 2018, 10:42:22 PM »
Trench Digging Plus
Satisfy all your digging needs, and more!





After a year of procrastination and banging my head against my desk working out vector math, I present Trench Digging Plus! Trench Digging Plus is a complete overhaul of Lilboarder's classic and iconic Trench Digging gamemode.

Here are it's features:

  • Trench Tool
    • doubles as a shovel and placer
    • can adjust cube size of dirt dug or placed
    • provides ghost brick showing where dirt will be dug or placed
    • placed dirt is color of player's paint can (if enabled)
  • Cube and brick dirt
  • Trench playertypes - Playertypes that can use cube dirt as stairs
  • General server commands
    • /ttHelp [section] - Provides information on how to use the Trench Tool.
    • /giveDirt [name] [amount] - Offers dirt to another player. Can be disabled via preferences.
    • /cancelDirt - Cancels an offer to give another player dirt.
    • /acceptDirt [name] [amount] - Accepts another player's offer to give you dirt.
    • /rejectDirt [name] - Rejects a client's offer to give you dirt.
  • Admin only server commands
    • /speedDirt [name] - Toggles speed digging and placing for a player. Player is caller if name is left empty.
    • /infDirt [name] - Toggle infinite dirt for a single player. Player is caller if name is left empty.
    • /setDirt [name] [amount] - Sets how much dirt a player has. Player is caller if name is left empty.
    • /addDirt [name] [amount] - Adds to a player's stored dirt. Player is caller if name is left empty.
    • /subDirt [name] [amount] - Subtracts from a player's stored dirt. Player is caller if name is left empty.
  • Server preferences
    • General
      • max dirt
      • toggle infinite dirt
      • toggle dirt giving
    • Trench Tool
      • max cube size
      • tool range
      • tool delay
      • dirt color preferences
  • NOT compatible with Lilboarder's Trench Digging gamemode. Running both together will cause problems.



Planned Features:

  • Breakable dirt - Bullets and explosions can damage and remove dirt. Dirt of different colors can be configured to have different levels of health
  • Tunnel boring vehicle - vehicle that digs dirt in front of it.
  • Item model for Trench Tool - probably a shovel, with digging and placing animations
  • /dumpDirt - Dumps all a player's dirt. I feel this may not be necessary with the inclusion of bigger cube sizes and dirt trading.
  • Minimum cube size
  • Preference to turn ghost brick off - for those who like it classic



Please provide feedback below. I am sure this mod is still riddled with bugs, despite my pre-release audit. Also, I could use some pictures that better illustrate the potential of the mod, if anyone wants to throw some photos my way. If you have any ideas for improvements, or want me to implement any of my planned features, let me know below! Like seriously, I'm probably not going to do any more work on this add-on unless people kick me in the ass to do it.




6
What markup language does Blockland Glass use for add-on descriptions?

EDIT: ANSWER: Markdown

7
I'm thinking of creating a add-on that helps make add-on development faster and more painless. For instance, I find writing findClientByName() a bit tedious. Given I use this function quite frequently, I have defined the following function to make calling it faster:

Code: [Select]
function fcbn(%name) {
return findClientByName(%name);
}

Do you guys have similar functions you use to speed up development? If so, include them below. If I package them up, I will give credit (so include you name and BLID in case there's any ambiguity with your forum profile information).



I'd host this add-on (thinking I'll just call it Support_DevLibrary or Support_DevLib) on GitHub, through which other developers can submit pull requests. All utilities included would be solely for the use of development, and not to be included as dependencies for finished, publicly released add-ons. And of course, documentation of each function/utility would accompany the add-on.

If something like this already exists, please let me know. I've seen libraries like Support_CodeLibrary. But I haven't as of yet come across anything specifically and solely for aiding development.

8
Is there a way to load an environment file created by saveEnvironment()? Or are files created by saveEnvironment() only for use in gamemode.txt files?

9
Modification Help / Best Practices for Handling Add-on Dependencies?
« on: January 04, 2018, 04:54:33 AM »
Say I have two add-ons, Script_Test1 and Script_Test2. The server.cs in Script_Test1 has the code

Code: [Select]
if(forceRequiredAddOn("Script_NotAnAddOn") == $Error::AddOn_NotFound) {
error("Script_Test1 will not load");
$test1 = false;
return;
}
$test1 = true;

and the server.cs in Script_Test1 has the code
Code: [Select]
if(forceRequiredAddOn("Script_Test1") == $Error::AddOn_NotFound) {
error("Script_Test2 will not load");
$test2 = false;
return;
}
$test2 = true;

To be explicitly clear, Script_NotAnAddOn When I enabled them both and start a server, $test1 is given the value 0, as expected. However, $test2 is given the value 1, which is not satisfactory. How do I ensure Script_Test2 cannot be loaded when Script_Test1 cannot be loaded? Is there a standard way to handle this, or would it require some sort of support add-on?

Perhaps there's some way to force forceRequiredAddOn() to return $Error::AddOn_NotFound?

EDIT: made title more pertinent

10
Add-Ons / [Server Mod] Water Instant Kill (for players and vehicles)
« on: January 02, 2018, 08:55:16 PM »
Players die and vehicles explode when they enter water. Can be turned on and off via Blockland Glass preferences.

Download



GitHub

11
Modification Help / [SOLVED] How to Get Print ID?
« on: December 31, 2017, 03:43:47 AM »
I am writing a script that spawns ModTer bricks and sets their texture with FxDTSBrick::setPrint(%this, %printID). I understand that the print ID of a print can change as you add or remove prints from the add-on loadout. How can I find the print ID of, say, sand-texture5 from Print_ModTer_Default?

12
I'm looking for a download link for this add-on.

13
Modification Help / [SOLVED, mostly] Generating Gamemode Files?
« on: December 29, 2017, 06:06:01 AM »
I'm working on an add-on that helps people construct gamemodes. Before getting into the code too heavily, I want to make sure I'm not reinventing the wheel. From this, I see that you can us saveEnvironment() to save the environment settings. Is there a similar function for generating an add-ons list? Or do I just have to manually iterate over $AddOn__...? If so, how can I iterate over $AddOn__...? Or is there a better way to get a list of all enabled add-ons (e.g. some SimSet)?

Same question for generating a list of required music files. Is there a function for creating a list of required music files? Or do I just have to manually iterate over $Music__...? If so, how can I iterate over $Music__...? Or is there a better way to get a list of all enabled music files?

14
Suggestions & Requests / Nerfed/Updated Minigun
« on: December 29, 2017, 04:27:29 AM »
The minigun is a classic. I love propelling myself across maps with it. But it doesn't play well with other weapons. I could just lower the damage of its bullets. But I think it also needs a reload state to properly nerf it. And a reload state needs an animation, which I can't do. Also, we already have an updated version of the classic sniper rifle, so maybe it's time we update the minigun, too.

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