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Messages - Kyuande

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General Discussion / Re: Should you release your private addons??
« on: June 13, 2021, 05:56:23 PM »
if i had time to put it all together sure

i have a lot of weird addons

General Discussion / Re: Let us access the fail bin.
« on: June 06, 2021, 03:40:41 PM »
iím really curious on whatís in the failbin

still alive! heavy life style changes (more soon) with a really wacked schedule

Modification Help / Re: how the forget do you make a /hub thing
« on: November 30, 2020, 02:07:11 PM »
(hint: you can dump the objects if you need to find useful functions/fields that exist such as add/remove members from above post)

Modification Help / Re: Pain Sound Variation
« on: November 30, 2020, 02:02:48 PM »
functions that possibly play the sound:

function Player::playDeathCry(){} - you can overwrite this to play different sounds even based on the datablock

i donít remember if thereís a pain sound function but if there is itís most likely the same thing you can do with it, if not you can make it so the sound is blank on a datablock and package damage function (shapebase)

Help / Re: 2 Instances of 1 Server
« on: November 30, 2020, 01:55:41 PM »
if thereís 2 instances on the master that means the port changed and/or IP of where itís being hosted (not by if itís a dedicated server or a hosted one directly)

if you didnít do anything UPnP(if enabled) might of done this

Add-Ons / Re: New VCE
« on: September 03, 2020, 02:43:00 PM »
is the ridiculous console spam fixed when the object doesn't exist?

Suggestions & Requests / Re: Server addon to force first person in vehicles?
« on: September 02, 2020, 05:29:14 PM »
I remember a server found a way around it by doing a 3 second tick to sync the datablock

*knocks on wood*

so even on first person playertypes they can use third person
can they change the angle of the third person camera too?
or can it just be set to an unusable angle for if people do manage to get to third person

if the client is able to get to third person and set the location, that sounds like soPhysician Prescribed Desoxyning badspot would want to fix
funny part: you can literally modify almost the entire playerdata client side but most of it probably wont work, but yes you can modify the entire camera view last time i checked.. shoot you could probably have it top down player..

Is it possible to do even if clients can exploit it? With how often players get in/out of vehicles it'd seem tedious enough to keep them from doing it.
you can do loops or hook them on certain functions to retransmit the specific playertype they currently have

Off Topic / Re: A Message To The People That Live Below Me
« on: August 23, 2020, 01:54:48 PM »
sorry iíll turn it up more

Off Topic / Re: post guilty pleasures
« on: August 23, 2020, 01:53:56 PM »
bath n body is good thereís no shame

my guilty pleasure is going on night drives and getting lost then somehow finding my way back 🤣

Help / Re: Certain gamemodes no longer work
« on: August 23, 2020, 01:51:24 PM »
this is common for these city rpgs to have these issues, they were optimized so poorly. the way to fix it is in the code sadly.

Modification Help / Re: Navmesh / Pathfinding WIP
« on: August 21, 2020, 01:56:17 AM »
Got storing nodes in C#, sending nodes to Blockland from C#, and collapsing nodes in C# figured out today.

Tomorrow I want to tackle sending brick bounding information over to C#, so I can do all the node calculations there. To replicate containerBoxEmpty I guess I'm just going to store all the bricks in memory by their bounding box and check to make sure none of them intersect with the container box.

This will end up as a nested loop though when generating nodes for every brick though, how could this be improved?
Unfortunately if I remember (correct if I'm wrong) the engine for general container box searching likes to scan every object in the game and see if it's even in the zone (which is why your server lags after a certain amount of bricks per scan)

You can implement your information to C# scope once a brick plants; when the brick is deleted the information is also sent into the C# scope.
Your C# scope will of course do a lot of this processing work since now you have more information what you stored per brick.
The downside here though is when you're creating a lot of bricks at once, this may reduce performance.

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