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Messages - boodals 2

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46
You are doing:

Code: [Select]
if(isObject(%target = findClientbyname(%target)))
{
FindClientByName(%target).clanPrefix = trim(%chat SPC %chat2 SPC %chat3 SPC %chat4 SPC %chat5 SPC %chat6);

On the first line, you are assigning %target to the result of findClientByName(%target) , which is the ID of the client.
On the next line, you are searching for a client called [the id of the client] and attempting to set their clan prefix.

Also, you should standardize your capitalization. It technically doesn't matter in TorqueScript, but in most programming languages it does matter. Plus it makes it easier to read when you keep to one standard. The most common (at least in the community) is CamelCase. Capitalize the first letter of each word, but not the very first letter, eg "findClientByName".

47
Modification Help / Re: Brick Generation Problems
« on: August 11, 2015, 05:51:53 PM »
I don't know why you're doing setTrusted(0); but try setTrusted(1); , that's what I use. I also had a problem where I couldn't place bricks adjacent to another, and it was because I was forgetting to call setTrusted.

Ninja: I also call plant() after setTrusted(1) so you could try that.

48
when you're in-game and make a change to a file, make sure to do setModPaths(getModPaths()); before executing the file. this is most likely the issue here because i can't see any syntax errors either

Note that you don't need to do this if the add-on is in a folder instead of a .zip file. That is the main reason most modders create add-ons as a folder, and only zip it to share.

49
Add-Ons / Re: Wrench Highlighting
« on: August 08, 2015, 10:17:09 AM »
Unless it has been fixed, this mod breaks the Recolor Vehicle setting on vehicle spawns. When you set it, the vehicle will turn to the color used by this mod, and you cant respawn it to fix it because you have to do that through the wrench menu.

50
Modification Help / Re: creating a new Scroll Control Profile
« on: August 05, 2015, 01:39:23 PM »
commandToServer and commandToClient have limited string sizes too.

Yeah, but I imagine each variable would only be a few digits at most, you could easily send 50 variables in each argument. (btw what is the limit? I keep forgetting. 255?)

51
Modification Help / Re: creating a new Scroll Control Profile
« on: August 05, 2015, 01:23:51 PM »
I suggest the former though because of the limited number of arguments you can do.

I disagree, people with bad latency would be able to notice the lag caused by sending potentially hundreds of packets (although I wont be surprised if torque or something compresses it into one packet anyway). The least lag inducing method would be to compress each argument into a space separated string, then you'll be able to send hundreds or perhaps thousands of arguments in a single packet.

If you're only doing these 7 backpack variables, then it doesn't really matter though. I'm just sensitive to people spamming packets as I've had to suffer from terrible internet most of my life.

52
Modification Help / Re: onConnectRequest conflicting client mods
« on: August 04, 2015, 10:54:49 PM »
What were you thinking of that they should need to talk to the author about?

It seems like other client mods which also use this function interfere.  People end up having to delete other client mods which use this function just so it will recognize they have my client mod downloaded.



Wait, nvm that's for the other method (onConnectRequest), disregard that.

53
Modification Help / Re: onConnectRequest conflicting client mods
« on: August 04, 2015, 09:51:01 PM »
missionstartphase3ack is at least better than using autoadmincheck w/ disconnect because it lets them communicate on the server if they need help.

For a typical server, you wouldn't want this. You would want them to say something to the add-on author, not the server host. If its a private add-on (or whatever) then you'll usually have a topic for the server anyway.

54
General Discussion / Re: REQUESTING D&D PLAYERS
« on: August 03, 2015, 10:18:07 PM »
Zealot made me post.

55
General Discussion / Re: REQUESTING D&D PLAYERS
« on: August 03, 2015, 09:06:24 AM »
I'll join, but it seems like you've got plenty of people interested already. Will you be doing multiple groups?

56
Modification Help / Re: onConnectRequest conflicting client mods
« on: August 02, 2015, 02:14:14 PM »
Better to just

There are times where you cant use a handshake. In my RPG, I'm using a custom player shape based off m.dts so that I can modify the animations. This would typically crash anyone on load, so I included the shape files in the client. Anyone without the client would crash if they tried to load, so I have to reject them before they join. Blame TGE, I just work around it.

57
Modification Help / Re: Explosion that only adds vertical velocity
« on: August 02, 2015, 02:09:46 PM »
Echo the contents of setVelocity, see how much you're adding. It might be that %prcnt is 0.

58
Modification Help / Re: onConnectRequest conflicting client mods
« on: August 02, 2015, 01:45:00 PM »
An attempt was made to standardize this, http://forum.blockland.us/index.php?topic=271036.0 however it didn't seem to go anywhere.

I had some issues with various mods not giving the function enough parameters, causing incompatibilities, namely DRPG. I had to overwrite (and fix) its function to fix it, but there are still plenty of mods that are breaking compatibility. If we do use some sort of tab separated convention, then we should use an early parameter so that its less likely for a mod to break it. If too many mods start to use it, perhaps use multiple arguments and just append them together.


Someone needs to make a support script which unifies all this and makes it easier for newer coders, maybe as part of Support_Updater since that seems to be fairly reliable and popular. Really, we need a mega-mod like RTB.

59
General Discussion / Re: What happened to the user 2D/Mr.Mulch?
« on: July 30, 2015, 08:45:28 AM »
I think I have his steam, "Gupply", though its been so long that might be someone else. It says hes from Denmark, is that correct?

60
Modification Help / Re: Debris behaving strangely and not showing up
« on: July 28, 2015, 05:23:37 AM »
elasticity is a multiplier for how much velocity is kept when it bounces. You have it set to 3, so every bounce its velocity will be scaled up by 3. This is a lot. You usually want a value 0-1.

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