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Messages - Truce

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16
General Discussion / Re: Boss Battles - Scientific!
« on: May 19, 2015, 09:23:36 PM »
Firebug is in a good spot, I don't see where you're coming from. Good aim with the shotgun and knowledge of the jet mechanics goes a long way in boosting your effectiveness. It's not a class where you can just hold left click and look in the boss' general direction to achieve most damage for the round (spoiler: Overweight).

17
Suggestions & Requests / Re: Separate the reload and light key
« on: May 19, 2015, 07:51:13 AM »
probably the best way to do it, but it should still play the light on/off sound
although, does the light work while reloading? it might just toggle the light after initiating the reload

The light never came on during the reload animation unless new weapons came out where that happens.

18
For remove body, I usually put another variable like %value, so when that value is 1, it can parent the function.

Put the functions that want to call the "real" remove body in the same package and they can call the parent:

Code: [Select]
package idk
{
    function serverCmdLight(%client)
    {
        return;
    }
   
    function manualLight(%client)
    {
        Parent::serverCmdLight(%client);
    }
};
activatePackage(idk);

19
Suggestions & Requests / Re: Separate the reload and light key
« on: May 18, 2015, 10:46:53 PM »
there's no good way to do this on the client, maybe keeping track of ammo somehow

A simple solution is to send the light command twice when the key is pressed.

20
Games / Re: RuneScape Megathread - GE Released on OSRS
« on: May 17, 2015, 12:24:00 PM »
I'm back on the road for QP cape
currently doing the giant dwarf, which i've procrastinated on for around 2 years lol

Enjoy! I speedran 3 capes: one when OSRS came out, one on an ironman, and one just for fun.

21
Modification Help / Re: Fake Items with UI Names
« on: May 17, 2015, 12:02:46 PM »
These are items not bricks. Does that method also work with items?

You create fake bricks like he is creating fake items.

22
General Discussion / Re: Boss Battles - Scientific!
« on: May 17, 2015, 09:40:28 AM »
Can I suggest some more class-specific achievements? I've been unlocking a lot over the past couple days and honestly I don't know I would've played Healer that much if it wasn't for it being required for 5 achievements. If you have class usage logged, or just want to use this thread's poll, making a non-trivial achievement for a couple of low scoring classes could help them get used more.

23
Modification Help / Re: Fake Items with UI Names
« on: May 16, 2015, 05:26:08 PM »
If you do this through the brick cart, you can hide them from the brick menu by not defining a category name, while still having their ui name visible in the cart. I don't know that items have a field that would do the same. Perhaps consider this method though, as there are several pros and cons when compared to the tool menu method.

24
General Discussion / Re: Is learning TS useless?
« on: May 15, 2015, 08:39:11 PM »
Relevant post from two years ago:

Quote
Well, to be fair, I don't think any languages mentioned in this topic so far would be more beneficial to someone learning how to script than Torquescript. One thing about Torquescript is, as someone mentioned, is that it only has one variable type. However, it still uses normal conventions about adding, concatenating, local/global, and other things to make it close enough to a real language so that the transition to datatypes will be easygoing, but not overly demanding at early stages. It also still follows the standard brace syntax that will help when transitioning to common production languages like C and Java.

However, what I think is most beneficial to people learning how to code is that Torquescript is tangible. They can make a five line script and instantly see the results in a game environment that is familiar to them (moreso if they've actually played Blockland). Once they move on to more advanced code, it is still very easy to do tasks like creating 3d objects and even working with concepts such as networking due to all the prebuilt functionality Blockland provides.

It's great for learning.

25
I believe that this should do the trick:

Code: [Select]
%distance = 3; //the default onActivate distance is 5, for reference
%vector = vectorScale(vectorNormalize(%player.getEyeVector()), %distance);

We get the unit vector with vectorNormalize and then scale it to our desired magnitude, %distance.

The eye vector comes normalized already so you can skip that step if you'd like.

26
(meaning op wants to know if you can go in the direction they press the key)

For what he described, that's exactly what it would do.

27
pretty much

I'm all for being competitive and trying your best, but berating teammates and the like just doesn't sit well with me

TF2 is generally more light-hearted than that, I wouldn't worry about it. Matchmaking should isolate the cranky minority anyway.

28
I hope matchmaking won't be the same as csgo's

that type of mm is pretty unfun

Do you mean just the tryharding part of it?

29
It's hard to tell if they move to a direction with a key, but you can make a check if what direction they are going when they press the jet key.

Awhile back, Space Guy's solution was to temporarily set the player's datablock to one with high run force and air control to let them double jump in their input direction. Consider trying this along with increased movement speed variables for the boost part.

http://swololol.com/rd?f=Weapon_TF2ScoutPack

30
Modification Help / Re: Node Coloring Problems
« on: May 12, 2015, 07:56:55 PM »
I also have a package that makes updatebodyColors() do nothing.

See if blocking serverCmdUpdateBodyParts and serverCmdUpdateBodyColors does what you're looking for.

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