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Messages - stikfas3

Pages: 1 2 3 4 [5] 6 7 8 9 10 ... 46
61
Suggestions & Requests / Re: anyone know where this face came from?
« on: August 27, 2017, 04:56:46 PM »
pretty sure that's from deadly premonition

62
Modification Help / Re: Unfinished STALKER-ish survival gamemode
« on: August 15, 2017, 12:02:48 AM »
weird, thought I fixed that

Do you have Server_EnviornmentZones? The thermal vision stuff uses selectiveGhosting.dll

If it becomes an issue and you're not using thermal vision anyway you can change $thermals = true; to $thermals = false; in the first line of thermal.cs and that should prevent thermals from being spawned on players

I've got environment zones, I'll try disabling thermal vision next time I try it

63
Suggestions & Requests / Re: Playing Cards Item
« on: August 14, 2017, 11:46:30 PM »
snip

I love you.
definitely gonna make a space casino now

64
Modification Help / Re: Unfinished STALKER-ish survival gamemode
« on: August 14, 2017, 11:42:23 PM »
I was testing this out on my server and we ran into an issue,

several seconds after spawning players would have thermal vision on them, this didn't appear when I tried it by myself.

65
Suggestions & Requests / Playing Cards Item
« on: August 11, 2017, 09:06:05 PM »
An item that is a full card deck, clicking it adds a random card to your hand, click a surface places a card.

Just looking to see if something like that could be done, might be fun

66
Modification Help / Re: Cordax Armor not blocking damage
« on: August 06, 2017, 10:45:57 PM »
hate to be that guy, but any progress made?

67
Add-Ons / Re: [Hatmod] Crash Bandicoot
« on: July 17, 2017, 03:45:26 AM »



WOAH

68
Add-Ons / Re: Cordax's Medieval Armors
« on: May 25, 2017, 11:40:17 PM »
I know it's not really armor buuut



69
Modification Help / Re: Cordax Armor not blocking damage
« on: May 23, 2017, 07:37:06 PM »
I recommend putting in some checks to prevent console spam.
For example, this at the start of the onDamage packaged function:
Code: [Select]
if (!isObject(%obj))
return parent::damage(%this, %obj, %sourceObject, %position, %damage, %damageType);
Just in case the function gets called without a valid object.
But above all, the following the fix the mentioned console spam which has not much to do with the damage not being reduced by the way:
Code: [Select]
		%image = %obj.getMountedImage(NUMBERGOESHERE);
if (isObject(%image))
{
%imageName = %image.getName();
//After this you can redo all the check for the names and then the position of the impact
//Like this
if (%imageName $= "IMAGENAMEGOESHERE")
{
if(getWord(%pos,2) < getWord(%obj.getWorldBoxCenter(),2) - 3.3 * getWord(%obj.getScale(), 2))
{
%damage *= MULTIPLYERGOESHERE;
}
}
if (%imageName $= "IMAGENAMEGOESHERE")
{
if(getWord(%pos,2) < getWord(%obj.getWorldBoxCenter(),2) - 3.3 * getWord(%obj.getScale(), 2))
{
%damage *= MULTIPLYERGOESHERE;
}
}
}
The reason why damage is (probably, have not checked but i see no further complications) not being applied is a small mistake in the code.
In your damage position check you use %pos, but %pos is never known in this function, so the check never goes through.
What DOES exist in this contect is %position, which you know from the functions' parameters.
I recommend changing this line:
Code: [Select]
function Armor::damage(%this, %obj, %sourceObject, %position, %damage, %damageType)
To this:
Code: [Select]
function Armor::damage(%this, %obj, %sourceObject, %pos, %damage, %damageType)
And this line:
Code: [Select]
parent::damage(%this, %obj, %sourceObject, %position, %damage, %damageType);
To this:
Code: [Select]
parent::damage(%this, %obj, %sourceObject, %pos, %damage, %damageType);
This is the best way to do it in your current code.
Alternatively, you could do:
Code: [Select]
%pos = %position;
At the start of your damage function, but that would be quite silly.
Or you can replace all %pos references with %position, that is also possible.

After looking at the code i see a lot of repeated code. If you want i can help you make it a bit easier for you to change things around by redoing the code for the armor calculations to be more automated.
Like for example, you only need a couple of lines in the damage function and every mounted image of your armors contains a line like: damageReduction = 0.5;
And probably a line to state the minimum height and maximum height of the impact to potentially reduce the damage of.
I think that might even be what stops the damage from reducing still if you done the above suggested changes right, since you check if the impact position is lower then 3.3 torque units below the middle of the player (scaled) for every piece of armor.
I am not sure anymore how big the player is in torqueunits, but that looks more like it would protect the legs or the feet maybe.
I'm only really starting to code myself, but if codax doesn't want to, I could help with implementing changes
I mean unless you're gonna do the changes yourself

70
Modification Help / Cordax Armor not blocking damage
« on: May 21, 2017, 07:18:35 PM »
Just as the title says, I've got cordax's armor on the server and none of the armors block the percent amount of damage that they say they will.

Console is spammed with the message:
Add-Ons/Item_CordaxArmor/server.cs (increasing number) : Unable to find objects: '0' attempting to call function 'getName'
BackTrace: ->[cushionpackage]Armor::onImpact->Armor::onImpact->[Slayer_Gamemode_OMA]Player::Damage->[CustomHealth]ShapeBase::Damage->ShapeBase::Damage->[BotHolePackage]Armor::Damage->[Event_onBotDamageStuff]Armor::Damage->[SD_MedArmorPackage]Armor::Damage

Any help would be wonderful, and if there's any more info you'd need let me know

71
Add-Ons / Re: Cordax's Medieval Armors
« on: April 04, 2017, 10:42:15 PM »
is it possible to have it so the armors slow the player based on how heavy they are?

72
Suggestions & Requests / Dark Souls Estus Flask
« on: April 02, 2017, 02:53:12 AM »
Hey Riot has modeled an estus flask for use, since I don't know scripting myself I was wondering if anyone who does would wanna use it.



Also there's a second file for a slightly different looking version (although it's just an .obj file)



The concept was that the flask is a single use full heal and after that use killing an enemy would refil it

Original:
https://www.dropbox.com/s/mvq9jlz5pfkm08u/Estum_Flax.zip?dl=0

Moddified:
https://www.dropbox.com/s/anvutkh9q6ticcn/Estum_Flax02.zip?dl=0

73
Modification Help / Re: Dark Souls Estus Flask
« on: April 02, 2017, 02:50:58 AM »
on-topic: belongs in Suggestions and Requests, doesn't it?

hmm you may be right

edit: gonna lock this thread and post it again on suggestions and requests

74
Modification Help / Dark Souls Estus Flask
« on: April 01, 2017, 07:29:37 PM »
Hey Riot has modeled an estus flax for use, since I don't know scripting myself I was wondering if anyone who does would wanna use it.



Also there's a second file for a slightly different looking version (although it's just an .obj file)



The concept was that the flask is a single use full heal and after that use killing an enemy would refil it

Original:
https://www.dropbox.com/s/mvq9jlz5pfkm08u/Estum_Flax.zip?dl=0

Moddified:
https://www.dropbox.com/s/anvutkh9q6ticcn/Estum_Flax02.zip?dl=0

75
Creativity / Re: Drawings Megathread
« on: March 20, 2017, 08:00:40 PM »
forget it has been a bit my dudes




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