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Messages - boodals 2

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91
you'd probably need to loop through their bricks on spawn though, in case they leave and come back

Alternatively, you could package the onLoadPlant function (which gets called when a brick is loaded) and store the information on the brickgroup itself so that its persistent.

And instead of using an array like %brickgroup.brickPlaced[%datablock] you should use a simset, so that you can both get each brick, and know when the bricks have been deleted (as they'll be automatically removed from the set).

92
Modification Help / Re: Hide chat messages (client side)?
« on: June 27, 2015, 01:09:47 PM »
You should post the fixed code so that if other people have similar issues they can look at your code to learn from.

93
Modification Help / Re: Boodals' Untitled D&D-like RPG
« on: June 19, 2015, 11:38:53 PM »
Could it be possible to make the dungeon walls and other generated props into singular models. It would amp up the generating speed.

It is possible, and if this really kicks off i'll probably do it. However, bricks are placed basically instantly. It isn't going to effect generation speed much, mainly ghosting speed.

94
Modification Help / Re: Boodals' Untitled D&D-like RPG
« on: June 16, 2015, 02:12:01 AM »
Will there be werewolves with a infection system?

Err.. I'm gonna go with no... There's a lot of more important things which ill probably never get to finish.

95
Modification Help / Re: Even MORE questions
« on: June 13, 2015, 01:34:14 PM »
%Arg = %Arg @ "(modname shortened to 4 characters)" @ "(mod version as a plain integer)";

There already is a 'standardized' way of doing this, as seen here, using tab seperated fields, with the first word as the mod name/id, and the rest as whatever you need. Its less efficient, but we don't need 561 mods.

96
Modification Help / Re: Even MORE questions
« on: June 13, 2015, 02:01:36 AM »
IMO, Val's method should only be used when the client requires the add-on to join the server, period. If the client could be able to connect, load datablocks, spawn, ghost, etc without any major errors, you should use Amade's method.

Setting the connection args (while very fancy) can cause a billion issues very easily if you don't know exactly what you're doing, and thus should be avoided at all costs.

97
Datablocks are objects (clusters of information) that are downloaded by clients when they connect. Once the game starts, they cannot (or should not) be changed. For example, the wand item has two primary datablocks, one which is the item when its on the ground or spawned from a brick ('item'), and one which is when its in a players hand ('image'). The image datablock has all the data about how the weapon fires, like if you click and hold if it keeps firing automatic, or if you've got to click and release each time.

The main advantage of them is that clients can do some 'client sided prediction' to predict what will happen when doing things, to significantly reduce the effects of lag. The client doesn't need to be told that when they fire the weapon, it plays a set animation, then produces particles, then fires a projectile, because the client already knows that it should do that.


Script objects are more complicated, but very useful to the intermediate coder. If you're at the point where you are coding full add-ons (with the exception of mainly copy-paste add-ons, weapons, particles), and have not learnt about script objects, I seriously recommend that you learn them. They completely changed how I coded things, and allowed for a whole ton of new opportunities.


A function is a collection of code that you can run from anywhere. They are a basic programming concept, so you can just use google to find your answer.

98
Add-Ons / Re: Hatmod by Boodals & JakeBlade v4.2 (Update)
« on: June 11, 2015, 10:04:01 AM »
Oh jesus forget.

When I said you could post a fix in the OP, I meant in your hat pack topic.. Well whatever...


Yeah, I approved this fix etc etc. But there might be an entirely new HatMod coming out soon, rewritten. When its out, you'll need to clear this OP and redirect people to the release thread that i'll make for it.


One and a half months later edit: Didn't want to bump the topic, but I found out why I never fixed this myself. Turns out, I did. I just never updated the version on the old topic.

99
Add-Ons / Re: Hatmod - Hat Pack 3
« on: June 10, 2015, 12:56:33 PM »
Oh wow, so that explains that I guess..

Yeah feel free to post a fixed version in the OP, just make sure its based off the latest version from the topic, and change the version number slightly.


Ninja: Seeing my old, terrible code has motivated me to work on the rewrite a bit. Ill see if I can get something out soon.

100
Modification Help / Re: Boodals' Untitled D&D-like RPG
« on: June 09, 2015, 09:52:08 AM »
What addons will you be using for weapons, armor, etc?

Most promising project I've seen. Don't give up my friend - this is what Blockland needs

Basically, none. I've made a completely separate inventory, item, and damage system, so no other add-ons will work with it unless they are specifically made to. It comes with a bunch of items, modeled by Jakeblade, and I plan on adding more once everything is working.


I also forgot to mention that I did some more work on the dungeon generator. I got the floors generating, and most of the prop placement code done. Still working out a few math errors, but its looking great.

101
Modification Help / Re: few questions
« on: June 08, 2015, 02:02:38 PM »
Another error is that the line registerOutputEvent(fxDTSBrick, setSuperKartLaps, int 0 6 3, 1); needs quotation marks around the int 0 6 3 part. Anything with more than one word needs quotation marks around it.

102
Wait, what. How do they break shaders? I've never had any problems with the custom ones I use.

103
Modification Help / Re: Function called when a client starts typing?
« on: June 07, 2015, 07:05:43 AM »
Well the server is running a serverCmdStart/StopTalking(%client); and when it's ran the server plays the start/stop talking animation thread.

That's not quite right. serverCmdStartTalking sends out a signal to all the clients to put your name in blue in the top left part of the screen (using a clientCmd that I cant remember). serverCmdStopTalking does the same thing but makes it remove the name.

Its serverCmdMessageSent that makes the player play the talking animation.

104
Modification Help / Re: Boodals' Untitled D&D-like RPG
« on: June 06, 2015, 04:13:02 PM »
I'm doing some more work on the client sided stuff, getting skills being sent and stored on the client, and played around a bit with the Skills GUI.




(as usual, click for a higher fps mp4 version)



Yeah I fixed up that circlular hotbar from a few pages back, and made it configurable through click and drag. There will also be a regular 1-10 hotbar which will go under it in the GUI, and at the bottom center of your screen.

Everything is set up now, so I should be ready to start doing some more serious testing of the battles and skill system. The only thing I really need (quite badly) are a bunch of skills to test with (along with the ones me and Element have made). A guide to creating them would be handy..

105
Modification Help / Re: Bot Problems
« on: June 04, 2015, 11:37:49 AM »
Your problem is that %brick is undefined here:
      spawnBrick = %brick;
because you are defining it in another function. I assume you had it as a single function and then split it up into two.

Simply using %brick = nameToID(UselessRoboBrick) again within the createRobot function should fix that.

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