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Messages - boodals 2

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256
The in game console has a character limit, eval(getClipboard()); does not. Plus some people have the external console disabled (myself included).

257
Modification Help / Re: Sound system (i ned halp)
« on: October 12, 2014, 06:31:47 AM »
Post the entire function. Chances are its a missing brace or something dumb.

258
A couple of errors i noticed:
Code: [Select]
function Armor::unUnMount(%this,%obj,%player)

unUnMount, should be onUnMount (assuming that is actually a function)


Code: [Select]
%vehicle = %player.getMountObject();

Im pretty sure at this point (definitely after the parent, maybe before even) the player doesn't have a mount object, so this would return 0 every time. You need to get the vehicle another way, it might be in %player or %obj, you should echo their class names to see what they are (then rename the variables if they're wrong).


Oh, and youre not sending %player to the parent, that could break a lot of other add-ons.

259
Add-Ons / Re: The Dragon Mods
« on: October 11, 2014, 07:48:15 AM »
inb4 everyone thinks these are new

260
Modification Help / Re: Sound system (i ned halp)
« on: October 09, 2014, 09:40:29 AM »
You could use getWords(%wordString,%start,%end) for transform..

But that's slower, longer, and less efficient than simply using getPosition.

261
At runtime on item load it would create the image of the hands relative to the closest color approximation to the player's hands, and mount them to the invisible moving gun mount points.

You cant mount anything to an image. Again, if you used bots then you could.

262
Modification Help / Re: Sound system (i ned halp)
« on: October 09, 2014, 07:32:28 AM »
%dist = vectorDist(%shooter.getTransform(), %hearPlayer.getTransform());

You shouldn't use getTransform here. It will work, but it's bad practice. getTransform returns the position and the rotation of an object, you only need the position, so you should be using getPosition.

263
Modification Help / Re: Playertype - crouching abilities
« on: October 08, 2014, 07:10:42 AM »
There is a default function, it's %player.isCrouched(); IIRC, returns 1 or 0.

Im 90% sure this does not exist (or isn't default).

264
There is no good way to change datablock values at runtime. That's the whole point of them, they are static values which are shared between server and client. If you change it on one side, you gotta change it on the other. For simple visual things, this usually doesn't matter, however for values which effect gameplay, it can seriously mess up client-sided prediction stuff.

However, changing the colorshift is a simple visual thing, so in theory we could do it, however it would effect the color of every image (or perhaps just newly created images? Needs experimenting).


There is no good way to do this, else people would be doing it already. One not so terrible solution which was discussed in a topic a while ago is to use playertypes as weapons; you can mount them, change nodes, animate, etc, and with sufficient scripting you can make them shootable. Unfortunately playertypes are much harder to create (afaik) than weapons, so nobody has really done it (which is surprising anyway).

265
Modification Help / Re: Create Generic Datablocks?
« on: October 01, 2014, 07:20:17 AM »
Wait, so if you make a simDatablock, and assign values to it, it will be sent to the client when they load, with the values? I have pondered about this a few times for syncing client and server objects.

266
Modification Help / Re: Player death, Player nearby plays sound
« on: September 28, 2014, 06:38:57 PM »
Is it more efficient to do a radius search, or just loop through the clientgroup? (obviously it wouldn't work with bots though)

267
Modification Help / Re: Boodals' Untitled D&D-like RPG
« on: September 27, 2014, 09:45:11 AM »
Bump.

This is still alive, I've been working on the dungeon generator some more, trying to get a good system for props, so I can reuse it for the dungeon walls, floors, ceilings, the props inside, loot, traps, hidden passageways, the terrain generator, and anywhere else I might want it. So i'm gonna write up how its gonna work to both clear my head about it, and in case anyone finds it interesting.

Props are saved into a special folder using a modified version of BVSS (which is now totally outdated, but whatever). I run a command to read through the first few lines of the file, where data is stored on its tags. From this, I create a 'PropData' object, which stores the tag info. Then, when I need to generate a prop, I can search through all of the propdatas, and find one that fits the criteria.

The propdata has a create function which creates the bricks in the specified position and rotation. A 'prop' object is created which knows what bricks belong to it, and what propdata is was created from. This acts similarly to datablocks. There can be infinite props per propdata.

Now, for the tags themselves. I read some procedural interior design papers, and picked some of the best ideas from them. There are three types of tag stored on each prop; Placement Tags, Static Tags, and Zones.

Static Tags are the most important, they hold some variables which all props need to have. These variables currently are:
Type - States whether it is a wall, floor, ceiling, dungeon prop, terrain prop, or a dungeon & terrain prop. I'll need to expand this list for the terrain generator.
Tags - The most varied static tag, states what the prop is, eg, table, chair, cupboard, door, wall, etc. Needs to be able to have multiple.
Age - 'older' props spawn more often in older dungeons (dungeons also have an age).
Value - The more valuable the prop is, the less likely it is to spawn for lower leveled parties in the higher floors of dungeons (closer to surface).
Rarity - The rarer it is, the less likely it will spawn, period. Not effected by party levels or floor.
HighlightSkill - The skill required which will highlight this prop, for example if you have the ability to see hidden doors, or treasure.

Id imagine i'd need some natural tag for when i get to the terrain generator.

Zones are areas which designate special behaviors. For example, the clearance zone states that no other prop can spawn within that area (but other clearance zones can be in it). 'On' zones designate where the 'on' location is for each prop (assuming there is one), which is used in the placement tags. There can be infinite of each zone type.

Placement Tags is a few words which explains to the generator where to place each prop. For example, "On table" would put the prop inside the 'on' zone of a 'table', "On table or on cupboard", "On table against wall", "InfrontOf chair", "Above desk".



I think that explains everything well enough. Another note I have from the procedural interior design documents I've read says that I should make the placement rules dependent on the type of room. I'm not really sure how I could implement that, maybe designate a purpose to each room in the dungeon, but idk how detailed I should go into it. Btw, if anyone wants me to explain my thoughts on anything else, just ask.

Edit: I should also explain that im storing info on the author of the prop.

268
Modification Help / Re: rotate to face a definite point
« on: September 23, 2014, 05:37:49 AM »
Look at the default camera events.

269
General Discussion / Re: Crossfire - The Pit [BETA TESTING]
« on: September 22, 2014, 12:43:31 PM »


That stuff is gonna create a ton of lag for literally no reason at all.

Is this a map from another game or something?

270
General Discussion / Re: A Cracked Key?
« on: September 22, 2014, 12:40:22 PM »
Well, now the brick limit in demo mode is gone, it would be pointless. But I didn't hear of anything like this.

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