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Messages - boodals 2

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241
Modification Help / Re: Boodals' Untitled D&D-like RPG
« on: November 02, 2014, 03:51:26 PM »
I'm just taking a break, I've had several since I've started this. I have been coding some client sided stuff recently, so I may get back into this soon.

Although I have also bought a whole lot of new steam games, sooo....

242
Modification Help / Re: What would you want from TorqueScript?
« on: November 01, 2014, 12:10:05 PM »
How about something that'll let me chain functions that have schedule loops together? For example, in my dungeon generator, I have different phases; Creating random room sizes, positioning each room, working out what rooms should be connected, finding positions for the doors, etc. Some of these steps are instant, some take several seconds (with the function calling itself in schedule), they all know the conditions of when their job is done, I'd like to be able to pass each function into something, then when they're done, it calls the next step.

243
Heh, that's a pretty smart way of doing it..

244
Modification Help / Re: Boodals' Untitled D&D-like RPG
« on: October 26, 2014, 09:06:26 PM »
I'd be willing to assist with some generic building stuff, if ya still need help on that front. Tend to be rather random with my spare time but hey, any offer's better than none right? :D
Sure, any and all help is appreciated. Just come into my server if you see it up, and unless I'm doing something peculiar you'll be able to do whatever.

245
Off Topic / Re: What are you gonna be for Halloween?
« on: October 26, 2014, 03:40:51 PM »
Lonely

246
Modification Help / Re: Boodals' Untitled D&D-like RPG
« on: October 26, 2014, 09:15:35 AM »
Yeah it works, there are some pictures of it in the OP. The next step is to generalize props, then get the floors, roofs, and interior decorations in.

247
Add-Ons / Re: JakeBlade & TAG's interactive button pack
« on: October 25, 2014, 04:44:13 PM »
Quote
Brick_JakeDoors

They're not doors. This is an excellent example of a terribly named add-on. The only real correct bit is "Brick_". You shouldn't name an add-on from the author, nobody knows what something called "Brick_JakesStuff" has. And then its not even doors. I don't even.

248
Modification Help / Re: Respawn
« on: October 23, 2014, 09:26:06 AM »
How is it different from GameConnection::SpawnPlayer ?

GameConnections are clients, armors are players. Therefore bots will trigger Armor::onAdd, but not GameConnection::SpawnPlayer. There are also other ways than GameConnection::SpawnPlayer to create a player, some of which won't use GameConnection::SpawnPlayer, but they all will trigger Armor::onAdd.

250
Modification Help / Re: Two arguments in a function?
« on: October 22, 2014, 11:26:53 AM »
Lol, I had it in my post

%map = getRecord(%mapData, 0); %transform = getRecord(%mapData, 1);


One note for anyone who might come apon this, make sure you understand what is stored in the variables. Using NL (new line) is fairly good because its hard to get a new line character into a string via user input (unless you purposefully plan for that. But if you used SPC (spaces) it could create unexpected bugs depending on what is in the variables. For example a transformation as seen here "30.2 45.022 89.57 0 0 1 0.2432" has many words in it already, so using getWord would be a bad choice. If you know how many words are in each variable, you can plan for it and use getWords, but only if the amount of words never changes.

251
Modification Help / Re: Two arguments in a function?
« on: October 22, 2014, 07:45:52 AM »
You haven't really explained what you're doing, or what its for, very well.

So you have a global array of maps, and transformations for each of the maps, and you're trying to get both of these variables out of a single function?
You can concatenate the two variables and return that, then unconcatenate it to get the variables out.
return $map[0] NL $tele[0];
And then %mapData = random(); %map = getRecord(%mapData, 0); %transform = getRecord(%mapData, 1);

Also, you can seriously optimize this by using $map[%random] as opposed to checking each number, of course this wouldn't check if it exists.

And return doesn't need brackets, its not a function.

252
Modification Help / Re: Respawn
« on: October 21, 2014, 10:13:10 AM »
What exactly happens on armor::onadd?

Armor (a playertype) is added to the world.

253
Help / Re: Server Connection Problems
« on: October 19, 2014, 08:39:38 AM »
Go to options, network tab, is the "Disable UPnP" box checked? If so, try with it unchecked.

If that doesnt work, then you most likely have to port forward. Google it, there's loads of tutorials.

Also, this should be in help.

254
Keen Software House releases micro-updates to fix small bugs present in the main patches.

Nice, are any out yet? I've searched, but haven't found anything, and i'd rather not load my world to test (last time something blew up somewhere D: )

Edit: Just saw that there was a patch, which "fixed small landing gear collision model", which i assume fixes it not working occasionally, but what about the other problems with glass being invisible at times, and random explosions?

255
So i bought this last weekend in the free weekend, and I've gotta say, I'm in love with it.

I made a fully automatic mining ship after 4 days. Turns out they're either very rare, or non-existent yet. I guess sensors haven't been around for long or something. Now i'm waiting for them to patch the latest update so stuff isn't so buggy. I heard somewhere they do updates every Thursday, any chance they'll release a patch before then to fix the stuff they broke?

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