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Messages - Trader

Pages: 1 ... 122 123 124 125 126 [127] 128 129 130 131 132 ... 139
1891
Gallery / Re: Working Doors!
« on: August 29, 2007, 08:55:33 PM »
Here's the demo video of basic door functionality.  Lemme know what you think.

1892
Modification Help / Re: Mouse position to world coords (in script)
« on: August 29, 2007, 07:10:39 PM »
You seriously don't expect to just pick some arbitrary point on the Y axis do you? You need to have some sort of scalable zoom method to let you choose how near or far you are wanting to click.  It would also be good to have a display as your zooming that shows the distance from the player to the x, y (zoom), z point.  Then there's the question of the player's angle of view.  You would have to make some sort of alteration to each of the values based on the player's angle of view.

1893
Gallery / Re: Working Doors!
« on: August 29, 2007, 06:15:43 PM »
The 'door frame' you saw* in*...

1894
Gallery / Re: Working Doors!
« on: August 29, 2007, 06:14:45 PM »
@ Badspot, please give back modify privileges.

The 'door frame' you seen the image I posted is just built from bricks included with retail.  You'll be able to spawn a door on whatever brick you choose, and build the frame however you choose.

1895
Gallery / Re: Working Doors!
« on: August 29, 2007, 06:12:39 PM »
Only one .dts shape is involved, but the door will swing open and closed.

1896
Modification Help / Re: Mouse position to world coords (in script)
« on: August 29, 2007, 04:55:35 PM »
Pretty much impossible to implement this well.  The Mission Editor works because you can select objects within your field of view.  The only way i can foresee getting good coordinates on all three planes would be to incorporate use of the zoom control.

1897
Suggestions & Requests / Re: Duplicator
« on: August 29, 2007, 02:59:05 PM »
Some of the better coders should get together on some larger-scale project.

1898
Gallery / Re: Hologram Particles
« on: August 29, 2007, 11:58:17 AM »
It might be cool to just use .dts shapes that are semi trans, using the images you've described as materials.  Then, just make it so that the 'holograms' are just items that you can pick from the wrench GUI list and set the hologram items' pickup code to:

<item>::onPickup(<args>)
{
}

Then you can just make a script that constantly rotates the item.  That would be badass.

1899
Suggestions & Requests / Re: Duplicator
« on: August 29, 2007, 10:55:11 AM »
I have some great ideas for this.  I'll let you know if I come up with something useful.

1900
Gallery / Re: Working Doors!
« on: August 29, 2007, 10:24:52 AM »
Yes.  The feature you are requesting will actually be a part of the Personal restriction.  It will be implemented in the Portal System as well.  I'm still debating on how I want to do it.  More than likely, each Door (or Portal) will save a list of bl_id's that determine (if  the Door or Portal is set to Personal restriction) who can enter.  That will also make for easy saving so that the Door (or Portal) will retain it's list of approved clients when reloading the Doors (or Portals).  I'll then make a server preference that lets the host determine whether or not loading Door (or Portal) saves will actually load the bl_id lists.  That way, if you want to start fresh, it's easy to do so.  Now I just need to think up a neat interface for inputing which bl_id's you want to approve.

1901
Gallery / Re: Working Doors!
« on: August 29, 2007, 02:18:50 AM »
I worked quite a bit on the doors tonight.  I've made it so that a door opens when you walk up to it, and closes 3 seconds later.  I'm also trying to make sure that the door is aware of any players inside the door 'frame' area, so it knows if anything is blocking the path when the door closes.  I'm thinking of having the door gently impulse players out of the way so they don't get stuck in its path.  Another great thing is that people will be able to restrict doors, similar to the restrictions i added to my Portal System.  You'll have Admin & SuperAdmins, SuperAdmins Only, Mini-Game (Plus Admins & SuperAdmins), and Personal (Plus Admins and SuperAdmins).  Of course, you can choose to have no restriction on your door as well.  Plus, like I said, the doors take the color (and the rotation) of the brick on which they're planted, so they'll go great with any color / paint pack.  Please note that the doors will act like vehicles in regard to color: if your paint the spawn brick with a transparent color, the door will not be transparent, but it will take the same color.  I should have a demo video out in the next couple days.  I'm hoping to have a release ready this weekend, but we'll have to see.

Laters.

1902
Suggestions & Requests / Re: Reverse Macro
« on: August 28, 2007, 07:28:36 PM »
Thanks Ephi.  %client.undoStack.

1903
Suggestions & Requests / Re: Reverse Macro
« on: August 28, 2007, 05:41:43 PM »
I've got some ideas for how to code improvements for macros.  One thing I don't know (and perhaps this should go in the coding help section) is what list stores the last placed bricks of a player.  I know I can use Ctrl + Z to undo previous actions (painting bricks, placing items, emitters, and lights, planting bricks).  How can we reference this list?

1904
Gallery / Re: Working Doors!
« on: August 28, 2007, 12:22:57 PM »
Lol.  Tell ya what.  If you see a server on the master list that is called "Trader's Doors" and it doesn't have a password, then you can join and test.

1905
Gallery / Re: Working Doors!
« on: August 27, 2007, 06:30:59 PM »
It's a secret to everyone!

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