Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - lordician

Pages: 1 ... 28 29 30 31 32 [33] 34 35 36 37 38 ... 697
481
Add-Ons / Re: Teneksi's Showroom: - Tinted windows!!! p.22 Apr15
« on: April 23, 2016, 07:53:46 AM »
That seems like it took you a lot of time, effort and near crying moments to find out.
Well done sir!
It looks great!

482
Suggestions & Requests / Re: Guns of Icarus gamemode
« on: April 21, 2016, 04:10:17 PM »
Yes but it also made it impossible to mount or drive
Ah right, that doesn't quite match Guns Of Icarus either..

483
Suggestions & Requests / Re: Guns of Icarus gamemode
« on: April 21, 2016, 12:25:50 PM »
I am not sure how well it worked and still works, but GSF's carrier could change into something which you could walk on right?

484
Modification Help / Re: Removing bot spawn sounds and spawn emitter
« on: April 21, 2016, 11:52:31 AM »
While Jes' solution will work, it sounds like it could cause problems.
I personally would take the packaging solution over the sound name change solution.
But how much trouble could those mere microseconds of name change cause anyway? :/

485
Games / Re: Favorite Monster Hunter Weapons?
« on: April 20, 2016, 04:41:50 PM »
If it was not for the awkward aiming with ranged weapons, it would be a bow sort, but as it stands, switchaxe.

486
Off Topic / Re: Tips for my Youtube Channel?
« on: April 18, 2016, 11:53:54 AM »
You should put boobs in your thumbnails
But what to fill the videos with?

487
Games / Re: HELLRAID
« on: April 16, 2016, 06:31:39 AM »
dying light was my favorite game to come out in 2015.

i really hope hellraid gets continued because i loved dying lights gameplay
Fair enough i guess.
I just find it sad that they just said, well whatever, we put a Hellraid steam page, showed stuff, promised we would change things and oh, oh no, we are just gonna go with Dying Light now lol.
So yeah, i am a bit salty over the fact that they chose Dying Light over Hellraid.

488
Games / Re: HELLRAID
« on: April 15, 2016, 03:52:44 PM »
You got my hopes up...
Quote
An Important Announcement
Dear Hellraid fans,

We would like to officially announce that our dark fantasy FPP game Hellraid will not be released this year as previously planned, and the development of the game has been put on hold.

In the recent months we conducted an internal brown townysis and came to the conclusion that Hellraid, in its current shape and form, is not meeting our own expectations for this project. Therefore, we decided the best course of action would be to send it back to the drawing board and invent our dark fantasy title anew.

In the meantime, we will consolidate our development resources and focus on further expansion of our Dying Light franchise.

We wish to thank all our fans for your support – you’re the best!
Steam Discussion topic created by a dev on 21st of May, 2015.
It was previously on the forums for this game, but they removed the forums for that game, lol.
loving Dying Light...

While visiting the discussions for Hellraid, some potential player linked this:
Kings and Heroes
Just putting it out here for those interested in Hellraid, this might be a nice alternative that will have early access starting on the 26th.

489
Games / Re: Battleborn open beta
« on: April 14, 2016, 03:53:28 PM »
Anybody else having trouble connecting to a game? :C

490
Not exactly.
There are 8 mountpoints, yes. Where an image is mounted to depends on the datablock's mountpoint value.
When it comes to actually mounting them, there's only 4 slots. The slot it's mounted to does not affect where it visually shows up. Just which trigger activates it.
The difference between the two is that there's 8 mountpoints, and 4 image slots. Image slots are function, mountpoints are form. You can even have multiple images on the same mountpoint.

Now, a solution to your problem. Since you plan on using an invisible tiny player in the left hand anyway, there's actually no need to fuss with which slot it's in anyway. The invisible left hand player isn't going to be emoting or equipping hats. Mounting players uses separate slots from mounted images.
I actually thought there were 8 slots for images due to this in the Quick Reference Manual for Torquescript:
Quote
Do not confuse slots with mount nodes. A shape can have up to 32 mount nodes, but only
has eight mount slots. Mount nodes are points on the mesh used by the shape while slots
are used to track how many objects and images are mounted to a shape.
But after some testing i actually noticed i could only get to mount to 0 to 2. (Actually 3, might have done something wrong tho...)
I guess the other slots are reserved for objects or something.
Can't seem to find information about that.

As for your solution, i know.
The problem at hand is just something i found while doing some early tests.
Though for some weapons that will be fully supported to this i want to give the developers the ability to give a special left handed image (for when you have a dualhanded item or just one that needs to be mirrored to look good/have the shell ejecting make more sense).
So i will equip those images that have mountPoint = 1 to slot 1, which still has the problem of the trigger going in the up while it is down for no logical reason.
Which is limiting more than it is useful...
I could still just tell people to make those lefthanded images mount to node 0 and still mount it to the hand bot, but it is just silly that this basically requires such a way around in that situation.

491
The problem with this is that he wants to make a dual wielding system. Doing stuff like that would require making a duplicate image for every weapon and detecting how to get it to fire with those functions, based on how the weapon already functions.
I think hats use slot 2 and emotes use slot 3. So either way, it's going to be incompatible with something.
There are a max of 8 slots to choose from, i can make it compatible. :)
I could even detect for free slots if i really want to make it 100% compatible.

492
Suggestions & Requests / Re: Dual weapons playertype suggestion.
« on: April 11, 2016, 04:52:32 PM »
Small bump to tell you there is some progress.
The idea i had works.
I still have to fix some things, but the concept works.
Current to-do list
- Make hand bot invincible/unhittable.
- Find a better working way to reward kills to the user of the hand bot.
- Make the hand bot's eye point the same as the default player's eyepoint (overriding getEyePoint?)
- Improve the equipping system a bit.

493
you can try using a hacky method instead like setImageAmmo or setImageLoaded to trigger the swinging
I am just trying to figure out why mount slot 1 specifically is faulty like this.
I already can easily use mount slot 2 to make it work fine, that is the stupid thing.
But thanks. :)

494
If I remember you actually can't force triggers on Players, it'll go back to what the player was doing
I am forcing the trigger on images mounted to the player.
And this actually works.
For example, i changed slot 1 to slot 2 and it worked properly.
Same goes for all other slots, except 1...

But i did notice what you said in some other work.
I actually found this out with crouching and like playertypes you mount to (mechs).
Turns out if you force the crouch trigger on your mounts, they will not actually do that action until after you dismounted, another silly quirk....

495
Modification Help / Image slot 1 not properly handling setImageTrigger
« on: April 11, 2016, 02:46:23 PM »
Hello fellow coders (and hopefully Badspot or anyone else with the power to tell me what the hell the engine is doing here)!
As some of you might know, i am working on a dual wielding script.
In case you did not know this, you do now.

But i seem to have some issues with the engine which can be solved but are just plain silly.
The issue is that if you use setImageTrigger to set the trigger of an image in mount slot 1 to true, it will cause something similar to setting the trigger to 1 and immediatly to 0.
Example:
I have equipped the sword in mount slot 1 by some means and redirect my jet key to set the imageTrigger accordingly to the input of the jet trigger.
So in theory, by holding my jet key, it should swing constantly.
In theory, this should be the same as having the sword equipped like normal and holding the fire key.

However, the sword does 1 swing and then stops.
However, after placing some echo's to see if the trigger gets set to 0 before i let go of my jet key, i do not see anything strange, it sets the trigger when i want it.
In fact, after some looking around, i found that Badspot even uses this mechanic in the Akimbo Gun code.
As he sets the trigger for the left handed gun to shoot, but never resets it to 0, which is odd, because in working theory it should then never be able to shoot after that initial shot.

To make things worse, as far as i can see, mount slot 1 is the only slot with such behavior.
I can and probably will use mount slot 2 without this problem, but it is just very weird and unnecessary behavior of this mount slot and it's image.

Can this be fixed by either a script i can write or can this be patched in an update?
I know it is minor, but things like this are a slap in the face of logics when trying to find out what is going on.

EDIT:
I have attached the script as is for reference.
When you have executed the code, just load as normal, open item inventory when you have spawned, right click to equip an item in mount slot 1, close item inventory, use Jet key to fire from mount slot 1.

Most relevant piece:
Code: [Select]
	function Armor::onTrigger (%data, %player, %slot, %io)
{
%noParent = 0;
if (%player.isEquipping)
{
%noParent = 1;
if (%io)
{
if (%slot == 4) //JET
{
%player.mountImage(%player.equipImage, 1);
%player.client.bottomPrint("You equipped the item to your Jet key.",100,1);
}
else if (%slot == 0 || %slot == 1) //FIRE
{
%player.mountImage(%player.equipImage, 0);
%player.client.bottomPrint("You equipped the item to your Fire key.",100,1);
}
}
}
else if (%slot == 0 || %slot == 1)
{
%noParent = %data.redirectTrigger(%player, 0, %io);
}
else if (%slot == 4)
{
%noParent = %data.redirectTrigger(%player, 1, %io);
if (%player.getMountedImage(1) != 0)
{
%noParent = 1;
%player.setImageTrigger(1, %io);
}
}

if (!%noParent)
Parent::onTrigger(%data, %player, %slot, %io);
}

//TRACKING
function ShapeBase::setImageTrigger(%player, %slot, %io)
{
echo("SET IMAGE TRIGGER DOING: PLAYER" SPC %player SPC "| SLOT" SPC %slot SPC "| IO" SPC %io);
Parent::setImageTrigger(%player, %slot, %io);
}
Yes this is packaged properly. :)
And do not mind the redirectTrigger, that is a function that always returns 0 for now.
I might have written a lot of code before i checked if every step before that worked.
I was not counting on this silly engine quirk.

Pages: 1 ... 28 29 30 31 32 [33] 34 35 36 37 38 ... 697