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Messages - boodals 2

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31
Modification Help / Re: setRechargeRate?
« on: September 21, 2015, 04:24:57 AM »
An alternative way is to simple change the player's datablock, however this could lead onto a large amount of problems which you might not expect, including possibly breaking other add-ons, so I don't recommend it.

32
Modification Help / Re: Maps not appearing in custom speedkart gamemode.
« on: September 10, 2015, 12:52:12 AM »
As a guess, did you change the gamemode.txt to point at your copied gamemode? You need to.

33
Modification Help / Re: Arrays and storing data?
« on: September 09, 2015, 09:24:42 AM »
One potential issue you can run into using export is that it cannot be executed if you use a variable name with a space in it (which can only happen through arrays, eg $myArray["With Space"] ). It will write to the file as $myArrayWith Space = "value"; which when executed, causes a syntax error. Also has the same effect using other symbols, eg - + * / ? % $ . etc

34
Modification Help / Re: Trigger attached to a player || setRelativeVelocity
« on: September 07, 2015, 05:48:29 AM »
Okay, new new question. I want to set the relative velocity of a player by 10 in the direction they are looking.

You're over complicating it.

%player.setVelocity(vectorScale(%player.getEyeVector(), 10));


Also, in the future, if you're asking an entirely new question, make a new topic. Only re-use old topics if the question is similar.

35
Modification Help / Re: Trigger attached to a player
« on: September 06, 2015, 06:36:18 PM »
use the player's current position instead of the starting position and it should be fine?

"starting from the player's position" != "from the player's starting position"


But yeah, put it on a loop, and make the effect only last for a set amount of time.

36
Modification Help / Re: How to make events?
« on: September 04, 2015, 12:52:49 PM »
try just this?
-snip-
Nice spoon you have there, very fancy.


You should take a look at an add-on which does something similar to what you want. Unfortunately OnPlayerTouch is in the encrypted .dso files, so you cant look at that, but there are plenty of event add-ons. Take a look at those, try to find out how they work on your own. You'll learn a lot more and a lot better that way.
If you do have trouble understanding a specific part, ask here. Nobody likes general "how do I do this?" topics, because it shows you have not tried to do it yourself.

37
Modification Help / Re: Schedule vehicle power not working
« on: August 28, 2015, 08:01:01 AM »
schedule(%time, %object, %function, %arg1, %arg2, ... , %argN);  =  %object.schedule(%time, %function, %arg1, %arg2, ... , %argN);

Torque is just dumb and adds a parameter for object even though there's an object method of schedule.

38
General Discussion / Re: Scriptopia Freebuild
« on: August 26, 2015, 07:42:42 AM »
But would it be so hard to just release the add-on? Why is it private?
It can't be that it's unfinished to the point that it doesn't work, as if he's hosting it then it should be working fine
if it's a small mod of someone elses add-on, I guess that's fine

You have unique that keeps people coming back, and you stop other businesses from having it (copyrights, patents, etc) so that you can keep your business popular. The difference is that businesses make money, servers grow your e-peen.

Its private to make the server original. Sure, after the server has ran its course, release it. But it is (at least one of) the main reasons the server is (or could be, idk I haven't been to this server in particular) good.


Edit: This is about servers in general, not just this particular server. Which is why I wont be replying here any more. My argument is still valid.

39
General Discussion / Re: Scriptopia Freebuild
« on: August 26, 2015, 07:36:11 AM »
so you're basically keeping custom add-ons for yourself to try and make your freebuild better than others

Yeah! Everyone should make stuffty servers that have nothing unique, nothing original, and nothing new! Otherwise it isn't fair![/sarcasm]

Seriously, the private add-on debate thing is loving stupid. Making a server is comparable to making a business. You have unique that keeps people coming back, and you stop other businesses from having it (copyrights, patents, etc) so that you can keep your business popular. The difference is that businesses make money, servers grow your e-peen.


You notice how when somebody makes a topic about 'What server should I host?' everyone says 'Do something new, original, and unique', and then when somebody (OP) makes a new, original, unique server, people bash it.
Gee I wonder why nobody is making any good servers anymore..

40
Modification Help / Re: Remove collision between bots and vehicles
« on: August 25, 2015, 07:10:49 AM »
If not torquescript, what can I use?

He's referring to dll injection, so no, there's no practical way to do it for a general add-on.

41
Add-Ons / Re: [Item] Umbrella Hat (Swollow + Uxie)
« on: August 17, 2015, 01:53:04 PM »

42
You mean / commands? Server sided? Client sided?

The Blockland forums is the best coding website in the world for TorqueScript, and it has the best TS coders. If you mean programming in general, just google stuff. If you're just starting out, i'd recommend learning JavaScript, as its fairly simple at first, quite similar to TorqueScript, easy to test, fast to see results from, and most importantly there are thousands of teaching resources.

43
Modification Help / Re: How do I make guis?
« on: August 15, 2015, 08:53:16 AM »
Thanks! But the thing I  want is  the ping number, ON The gui, not the console

That's where coding comes in. You've been given an example of a function that will get the ping every x ms, and you have a GUI. Put them together.

44
Modification Help / Re: Brick Destroy help!
« on: August 14, 2015, 10:27:13 PM »
is it possible to use/mimic killbrick without causing a chain reaction?
or would it have to create a temporary invisible brick in the same position/datablock as the one being killed, then kill the visible one, and delete the temporary?

Placing bricks inside of other bricks does all sorts of weird server desync stuff. I doubt it would work.

Something more likely is to place a static shape (with collision) in place of the brick, resized to be its shape, that will support the bricks above it, then killing the brick. I don't know if bricks can handle themselves just suddenly being connected to the 'ground' though, might be a function to do it.

45
Modification Help / Re: Code for doing math with military time?
« on: August 12, 2015, 08:09:06 PM »
wow how did i overlook that kek thanks for correcting me.

Its worth pointing out that the modulus operator only works for integers. Use this if you have floats:

Code: [Select]
function mMod(%num, %a) { //Supports floats unlike %
return %num - mFloor(%num / %a) * %a;
}

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