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Messages - AGlass0fMilk

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781
Modification Help / Re: Created Brick Trust Problems
« on: August 06, 2009, 02:30:13 PM »
Oh, that might work.

Would I do it like:  %client.getGroup().add(%brickobject);
?

782
Suggestions & Requests / Re: Song Request: Lolipop
« on: August 06, 2009, 02:17:50 PM »

783
Off Topic / Re: ON behalf of Darklight
« on: August 06, 2009, 02:16:32 PM »
I'm not going to say anything

osht I just did.

784
Off Topic / Re: [Game] Picture posts
« on: August 06, 2009, 02:14:03 PM »

785
Off Topic / [Game] Picture posts
« on: August 06, 2009, 02:05:10 PM »



786
Modification Help / Re: Created Brick Trust Problems
« on: August 06, 2009, 12:52:17 PM »
I have a new problem, when using this command when hosting an Internet server, the person who uses the command to re-create their brick doesn't get trust for it.

I don't know how to make it so they're trust with it, but I have set it so the Client of the brick is the %client of the server command. But for some reason, this doesn't work.

Without trust this is utterly useless. So I need more help sorting out these trust issues :<

My code is as stated above.

787
Arg, I didn't fix the trust problem when on a not-LAN server :(

788
Ok, I have worked out most of the bugs save for two.

First is where when you replace bricks, you can't paint them with ColorFX (trust issue)

And the second is where you place bricks, paint them, undo the painting and the brick, then redo the brick and try to redo that painting, it doesn't work because it goes by object ID and everytime a brick is created, it has a new object ID.

I have an idea to get around the second one, but it's not working, and I think I know how to fix the first one.

I'm close to having this done.

I fixed the first one, had to set the bricks trust to 3.

789
Modification Help / Re: Detecting overlapping
« on: August 06, 2009, 10:38:07 AM »
Oh so it does return something. Thanks, this will be very useful info even outside of this mod.

Thanks Nit and Chrono.

Chrono your avatar looks like a hat smelling a nacho ever time I glance at it.

790
Modification Help / Created Brick Trust Problems
« on: August 06, 2009, 12:08:16 AM »
Well, for a mod I'm making, I use this code:
Code: [Select]
            %newBrick = new fxDTSBrick()
            {
               position = %pos;
               rotation = %rot;
               angleID = %angleID;
               colorID = %colorID;
               colorFXID = %colorFXID;
               shapeFXID = %shapeFXID;
               printID = %printID;
               dataBlock = %datablock;
               isBasePlate = %isBasePlate;
       isPlanted = 1;
               scale = "1 1 1";
               client = %client;
            };
To create a new brick. But for some reason, you can plant another brick inside a brick using this even though Badspot said:
It is implemented in c++ when you call .plant on a brick.
To me asking:
Quote from: Me
I was wondering if you could tell me your method of detecting if a brick being planted is overlapping another brick. I was planning on using a box search, but I wanted to see what you did first so I can do it the right way. How would I do this?

Thanks.
I don't know why .plant isn't detecting overlapping bricks when you plant it. I was trying to use box searches and whatnot, but turns out that Box searches are
Quote from: Orion Ezel at Garage Games
The world has a grid of "bins" overlaid on it, which is used to dramatically speed up proximity searches,
so this is probably returning the first object in the "first" bin which is in the container,
where "first" bin is in bin-order, which, yeah, is probably world-aligned.
So box searches aren't as accurate as I need them to be for this search. If I use a search, if a brick is near, it won't plant because it's in the same "bin" as the search and will think that it's overlapping.

I don't know how I would fix this, or what I'm doing wrong to make the .plant() method not work for detection of Overlapping. Or if Badspot said something that I'm not getting. I don't know what other options I have, so I need some help.

My code is this:

791
Off Topic / Re: Blockland sucks, Badspot the Ho
« on: August 05, 2009, 07:10:30 PM »
He's been here since forever.

He played in the V0002 days. Looooonnggg before you were here. Snot2 that is.

I also have a number in my name, the "O" in "Of" is actually a zero. I am a respected member here.

Quit being an idiot, Noob means nothing.

792
I don't think so. Each Client has their own Redo Stack, much like Undo. Every time a brick is killed, it adds that brick to the clients redo stack along with various information about it for re-creation later.

The owner of the bricks has to redo the bricks. And there can be floating bricks with this, I don't know if that's good or bad, but most likely the people redo-ing bricks are redoing a whole thing not just floating bricks.

For some reason, the check for overlapping bricks is not working that was hard coded in C++ by Badspot. So I have to do an alternative method :(

I'm trying a box search with the exact dimensions of the brick being placed

Unless there's something wrong with my coding thing that's breaking  the overlap detection.

793
Modification Help / Re: [Tutorial] Making a Gui
« on: August 05, 2009, 05:56:40 PM »
Use Randy's support script for key bindings.

794
I currently have the Redo working for:
  • Bricks
  • Colors
  • ColorFX
  • Prints
What else does Undo.... undo? If anything, if nothing else, all I have to do is fix some bugs.

795
Off Topic / Re: Creepy girl in my school
« on: August 05, 2009, 02:17:25 PM »

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