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 ... 29 30 31 32 33 [34] 35 36 37 38 39 ... 697
496
Suggestions & Requests / Re: Special attacks mod?
« on: April 10, 2016, 06:22:50 AM »
SO instead of just a fire bolt, also things like a fire artillery or something.
Just some different kinds of mechanics between the spells basically?

If so, sounds good.

497
Suggestions & Requests / Re: Dual weapons playertype suggestion.
« on: April 08, 2016, 06:01:29 PM »
I am gonna run some tests tomorrow probably with one of the empty.dts files that is supposed to be in one of the mods i have.
See if i can use those.
I might need an empty model with all the nodes/mountPoints, not 100% sure on that one.
I did ask someone if he could provide one, bur i have not heard of him yet.

498
Suggestions & Requests / Re: Dual weapons playertype suggestion.
« on: April 08, 2016, 04:14:56 PM »
What if you mounted a bot with a specific model that had all mount nodes in the middle and no actual model to the player's other hand mountnode.
And you made a script that redirected all kills and all that to the player that holds them.
And redirect your image trigger for jetting to the bot's image trigger on slot 0.
This could work and only cost 1 extra datablock.
Hacky, but i think it should work fine as long as you take care of every issue that this can cause.

I made this all up after doing some thinking and testing with stuff.
I wanted to create a dual wielding system and i think the above might be the solution...

EDIT: It is actually 2 extra datablocks because you have to have a TSShapeConstructor for playertype models i think.
But my point still stands.

499
Modification Help / Re: Vehicle Recovery (Idle Time Requirement)
« on: April 01, 2016, 11:47:58 AM »
I am pretty sure we went over a similar issue with onDriverLeave before.
onDriverLeave is a datablock (vehicleData) function.
You are using it as an object function, which should explain why it does not work.

-Lordician
Never mind, i  confused things.

500
onDriverLeave is a function on the datablock you can use and will get executed automatically, but it does not exist until you create it.
Blockland's engine calls that function if it exists, so if someone specifically created a function called DatablockName::onDriverLeave.
Thus packaging this function (and your own function onDriverArrive) is not needed.
I am not 100% sure what the risks are of doing this anyway.

501
General Discussion / Re: Legoboss's Exo Combat Domination
« on: March 30, 2016, 11:54:14 AM »
right click would be nice, but thats used for ironsights on the guns.
I figured this was the case, hence i did not suggest that. :P
I was thinking of how possible it would be to have like dodging left, right and backwards by pressing the jump key when moving in that direction.
In other games they use like movement keys and jump to dodge in those 3 different directions, but since you cannot detect movement key presses server sided (without client mod), you could still try to detect if the player is moving in that direction.
But that could be less predictable.
But then again, don't you use sidewalking for specific reasons only?
I mean in normal walking i do not think many players will use the ability to walk to the side, they will mostly use mouse aiming to take corners, right?
For the cloak, instead of completely invisible with visible name and footstep sounds, would it be possible to have a slight shimmer applied to the player? So that when they move you can see them slightly but when they're still they're invisible?  Name wouldn't be visible but footsteps, maybe lower volume, still would.

I really like this!
A bit like the way the invisi watches work when you bump into someone.
Maybe a different kind of cloaking ability.
Maybe one that activates after standing still.
I use this kind of technique in the praying mantis bug on the bug mods, though not very effective, it is an interesting mechanic.

502
Games / Re: Grand Theft Auto Megathread - OP 3.0
« on: March 30, 2016, 11:46:45 AM »
i bought the game played it and then got banned for 2 weeks.

thanks rockstar. this is the second time I've bought this game and you're really showing me how fun it can be
on the genuine PC experience
Man that sucks.
Have you noticed a big increase in your money amount before that?
Maybe you picked up some spawned/hacked in money unintentionally.

503
General Discussion / Re: Legoboss's Exo Combat Domination
« on: March 29, 2016, 06:55:39 PM »
I have not tried it out yet, so what i am going to say is just my impression from what i read.
But numpad controls seem very clunky for what you have.
I guess people can rebind them to be better, but still, i am gonna assume people will not always do that.

Also, why only dodge to the right?
Why not add left and right dodging, each having the moveBrick left and right respectively.
That seems way more useful then just dodging right, sounds very counter intuitive.

Nice to see more advanced combat though. :)

504
Games / Re: does anyone remember nanostray 2
« on: March 29, 2016, 05:33:46 PM »
I suck at it, but yeah i got it.
Never got far.
I am terrible with bullet hells.

505
Modification Help / Re: Hole Bots
« on: March 29, 2016, 04:24:47 PM »
somebody should make a hole bot bot thats just an ai version of the bot hole brick.
So it spawns things while walking around?
Or is that just a setup for a butt joke.

506
Add-Ons / Re: Event_BindAction
« on: March 21, 2016, 12:08:42 PM »
how about one for when the player sits?
The problem is there is not a default function for when the player stops sitting.
The only way to detect this would be to run a schedule on the sitting player to see if he is moving.
Not quite a perfect way i can tell you.

507
Modification Help / Re: Support_Heightcontrol no longer works?
« on: March 20, 2016, 06:41:34 AM »
How odd. At this time i cannot see a specific reason why it should not work.
There are however a lot of errors regarding the apache.
Could you give me a bit more information on the situation?
Like for example, what vehicle did it not work on and why do you say the client is broken?
Is the latter because you typed /hchelp and it said you did not?

508
Modification Help / Re: The Bug & MAS Mods (Better keep your guard up)
« on: March 19, 2016, 09:07:24 PM »
I mean it obviously were my favorite big buggers. :D
Also i have been around for forever, ever lurking.

509
Modification Help / Re: Support_Heightcontrol no longer works?
« on: March 19, 2016, 10:24:19 AM »
Hmm, can anyone reproduce this? Anyone else have some problems with this?

Also, can you attach the console.log to a post or something similar?
I do not expect any problems with it.

Aside of that, i have had a newer version in the works, but i kind of lost all energy to work on things some time ago. Long story, nevertheless, recently i was thinking of coming back to it. No promises.
But i will keep an eye on this topic to see if i can help you and/or others with the old version for now at least.

510
Modification Help / Re: The Bug & MAS Mods (Better keep your guard up)
« on: March 19, 2016, 10:20:37 AM »
Total brown, hard to see what is going on. :X

Pages: 1 ... 29 30 31 32 33 [34] 35 36 37 38 39 ... 697