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Messages - speeddog73

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Suggestions & Requests / Re: projectile events for bots.
« on: February 16, 2019, 12:30:35 PM »
Why not have a list of projectiles instead of a string for the event? That way it's more user friendly because then they don't have to find out what the data block names for all the projectiles are manually.
This could be pretty useful, but like for your average retard I'll probably give up midway through trying to find out the datablock names. A list would be way more convenient for just setting up this system.

One time I was out of minigame w/ rose and I saw that there was 2 minigames one for lobby and one for deathrun.
Yea that's the sort of thing I'm talking about. Maybe I should try asking her via dm bc like I really need that sort of add-on that can have players warp back to the default mini via a command. TBH though I'd rather have this as a public add-on because it would make hub-servers and stuff easier, it's literally just a glorified event to go to a specific mini.

I don't know how to script, but it shouldn't be that hard to create. Although stuff like this makes me want to figure how tf to script.

EDIT: Just thought an alternative idea could be joining a specific minigame via the /hub command that places you in a named minigame specified in Glass/RTB Prefs. Thinking about it, logically a default minigame wouldn't have some specific factor that scripts could use to identify it, because if it had that there would probably already be a use for that factor for like programming default-mini-exclusive events and stuff. Probably its only determining value is for making the player initially join the mini when they spawn in the server.

Suggestions & Requests / Build Public Bricks DL Link?
« on: February 16, 2019, 12:09:31 PM »
Hate to make two of the same sorta request posts but does anybody have this add-on too? Brick Group Wand and this could probably go hand in hand at being useful.

Suggestions & Requests / Brick Group Wand DL Link?
« on: February 16, 2019, 12:07:34 PM »
Anyone got a link to this add-on? the OG link did a Dropbox.

Suggestions & Requests / Re: A immersive diving mod
« on: February 06, 2019, 05:53:36 PM »
Im not the expert on tourqe engine modding or whatever, but im pretty sure that you would need to change the water physics to achive something like that.
Tbh you could probably just make a playertype that would work decently enough underwater, ik that that one deeeep shark had incredible swim speed for whatever reason, maybe there's a chance

Suggestions & Requests / Sound Effects/SFX Emotes?
« on: February 01, 2019, 11:04:38 PM »
Ok like, we have ChatEmotes, could we get sound emotes? Ik Rose already has it on her deathrun server but like could something like this go public? like an addon that allows you to put SFX in either its ZIP or a folder and plays them with /SFX (filename) or something.

i wish i knew how to script

Suggestions & Requests / Re: Golf Sport?
« on: February 01, 2019, 11:02:02 PM »
why stuff on this guy for posting this idea? its a perfectly valid one...?
lmao idc
legit tho this would be cool

Suggestions & Requests / Golf Sport?
« on: January 31, 2019, 02:10:50 PM »
Just came to my mind, how much fun would a Golf sport be? Ik that we have minigolf, but like an actual gold server with putters, drivers, and wedges, it would be pretty fun to make something like that.

can't it just be a bothole that's 1x1 with a 'onBotSpawn>bot>setplayscale>.3'

Bump, need this for Ocaro Island, revising tf out of that stuff and its gonna be sicc

I would advise against using single-sided faces for collision.  If you're working with terrain, you should be able to just extrude all collision objects down by a single unit.
Good idea, Iíll give that a try when I get the chance. Hopefully itís as effective, and less tedious than the method for Convex Hulling.

for example, Rose the Floran uses bricks to change someone's minigame in a "portal" style. the same would happen except with a command: you'd say it, and be teleported to a specific brick, probably named, that will change your minigame.

is the above what you are looking for?
I suppose so, but is is necessary to use a brick? I don't think Rose's is like that because of my many hours playing on that server, never have I once been teleported then respawned in a different minigame, which should be slightly noticeable if it were a teleport command.
Basically what I need is a command to jump back into the default minigame. To make it universal so anybody could use it, is there a way to set it so the command just brings you back to the default minigame? In that way nobody would have to edit the script file to have it work for their minigame. (Although if it were in the serverprefs, I suppose it could be a specifically named mini.)

I'll add screenshots and maybe some gifs here. It's late for me right now and I'm running an export of the Blender file as I type, so I can't load the map and screenshot it now.

EDIT: Managed to crank out an extra 15 minutes and get this screenshot. Now I'll be getting only 6 hours of sleep.

Modification Help / Readdressing the "Phantom Poly" Static Terrain bug
« on: January 04, 2019, 02:40:42 AM »
So, spoiler alert: I got The Slopes working with v21.

I had to decimate the hell out of it and reduce it's poly-count so I could make tris and quads suitable for collision in v21's static engine without taking up an assload of datablocks. There's just one main problem- With a map as big and complicated as this, there's collision issues involving offset raycasting.

To make it clear- player and bot collision works fine and is 100% functional. This bug seems to only affect things which are bound by raycasting.

When a vehicle is used, it won't follow the terrain in the same way that player collision or bot collision does. Flat areas work fine, however once a vehicle goes over a hill with an odd angle, the car will either sink into the ground or drive above it on a short 'invisible poly'. What's super odd about this is that if I were to drive up the area again in another direction, sometimes I'll collide with the terrain just fine.

I've had this bug before when I had first made my first buggy-mess of a map, "Kerumi Valley", where I had dubbed the mysterious error as "Phantom Poly". This is because I noticed that with every tri in the map, there was a "Phantom Tri" that would accompany it, making it into a quad that would only effect of what I suspect is raycasting, as only ghostbricks, bricks, and vehicles seemed to have the error. (I don't know how or if it affects weapons/tools.)

I have reason to suspect that Non-Planar Faces might be causing this issue, as bent-quads seem to also possess this bug. I'll look into it soon. However for now, I just want to know if anybody else has gotten this error while working with staticmaps. If you have another solution or recommendation, please reply with your thoughts. (Or if you're just excited that Slopes is coming to v21 then scream your face off.)

EDIT: Oh yeah I forgot a download link. Here's a temp version of the project, not in its final build quality, but if anybody wants to play around with the map before it's finished, go ahead.

bummmmp. I can create a workaround this with a pre-minigame box but it's not as good of a 'fix'.

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