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Messages - PhantOS

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11086
Suggestions & Requests / Re: storing variables in items
« on: March 17, 2015, 09:24:00 PM »
Storing variables into individual items is very simple, and has already been used many, many times, by many many mod authors.

Support_AmmoGuns

You can assign numerical variables to individual weapons to give it 'ammo'

Just alter it a bit and you can give certain items variables, which can be changed by events/scripts.

11087
Actually scratch that let me give a better explaination:

Code: [Select]
$MyScript::Fruit::Apples::Green = 1;
$MyScript::Fruit::Apples::Red = 0;
$MyScript::Fruit::Oranges = "Delicious";
$MyScript::Fruit::Bananas = "Ew";

$MyScript::Veggies::Lettuce = "Ew";
$MyScript::Veggies::Carrots = "Good for eyes";

$MyScript::Candy = false;

This is an example of parented global variables. It's a form of hierarchy of variables that is purely user-intended and shortens the time that the script will parse the variables. They are still global variables and will function like such. However, there is a 'way' to create a default path for the variables, so instead of there being a $MyScript in front of every variable, it will skip over to the next category after it when the script is executed.




Namespaces:

Namespaces function similar to parenting variables, except they are functions, and are meant to perform a certain task/function instead of hold a value. In order to use namespaces correctly:

Either create a new group that is a child of the virtual object SimGroup, like so (This is only one of many ways to do this):

Code: [Select]
$myGroup = new SimGroup(myGroup)
{
     thCIAAnExampleVariableThatIsAssignedToThisGroupAndIsCustom = "Hi";
}; //REALLY IMPORTANT! CREATING GROUPS REQUIRES A SEMICOLON AT THE END

In this case, to get the value of the method that we included inside the group, you simply do it like this:

Code: [Select]
$myGroup.thCIAAnExampleVariableThatIsAssignedToThisGroupAndIsCustom;

RETURNS: "Hi";

OR:

Code: [Select]
myGroup.thCIAAnExampleVariableThatIsAssignedToThisGroupAndIsCustom;

RETURNS: "Hi";


Here's some more stuff on it in case you need help:

http://docs.garagegames.com/tge/official/content/documentation/Reference/Introduction/Namespaces.html

11088
The namespace $ :: thing or whatever it's called (I actually do not know the formal/technical name) functions as a fake directory for global variables. Similar to filepaths (Blah/Stuff/Content) the :: function as a new directory or subcategory for the global variable. There is a method that you can research a bit that allows you to load up the base global variable in a script, so that instead of using the variable $RTB::Prefs::WindowSize you can actually skip the $RTB::Prefs part and whenever the variable $WindowSize is used, it will actually be compiled as $RTB::Prefs::WindowSize

I haven't worked with Torquescript in 2 years, so I'm pretty rusty on it and actually trying to get back into it myself, but I know that this is a thing.

As for the other question, i really don't know. Namespaces aren't used the same way in Torquescript. your best bet is to use Parented Global Variables, such as the one I gave an example for.

11089
Thanks, I got the root handled. Still doesn't solve, but again, the body of the bot moves with the aim along one axis, while the gun moves along another. Although there may be no look .dsq (even though Pirate Cannon has a 'look.dsq' file in it) I still need to figure out the movement part.

11090
I'm trying to make a Turret vehicle, and I'm having a bit of trouble with the animations, specifically the looking animation. Just before anybody posts, I am looking for help specifically from users who have had experience with turret-like vehicles, such as the default Pirate Cannon or Bushido's Sentry Gun. If you really have no luck understanding what I am trying to communicate and/or you have absolutely no skill in this area, please ask for clarification, or, for the latter, please do not post. If you know someone who possibly has skill in this field, please, show him/her this topic. Thank you

Here comes the details:

I'm trying to make a turret-like vehicle, as I explained before, that functions identical to the default Pirate Cannon in terms of animation and movement. It will have three 'parts' of the model:



- The Base, which is immobile at all times

- The Body, mounted on top of the base, which has complete freedom of rotation along the Standard Z Axis (Yaw)

- The Gun, mounted on the top of the body, which has partial freedom of rotation along the Y Axis RELATIVE TO THE BODY (Pitch)






In terms of hierarchy, it's kinda like Base(Body(Gun)), so if the Body rotates 20 degrees to the left, so does the gun, but if the gun rotates 30 degrees upwards, the body will stay stationary.

Here's some imagery:






How exactly do I do this? If a .dsq is required, how should it be set up? I know that there are two variables in the .cs file of most turrets that control the maximum and minimum pitch theta, and that's not exactly what i'm looking for. I'm looking for what animations I have to make exclusively for the gun to look up an down while the body can move left and right. Simultaneously!


Fast Responses Appreciated, Trying to release this ASAP!

11091
Yeah I don't think I updated it to the SMG version. I lost all the code, but miraculously I still have the model on sketchup warehouse, so the development time of the SMG will be reduced by 60% or so.

I'm currently remodeling the Laser RCW

11092
thx m8

11093
It's been almost a year since I 'permanently' quit Blockland due to some 'unsavory' experiences, which I dare not get into atm. Anyways, since then, quite a few people have been begging for me to continue work on this bs and I've been rejecting it over and over and over again. Well, I got bored of tf2 and decided to slip my way back into the community, and with it, slap my nuts in people's faces with




Alrighty now due to the total destruction of my PC I lost all development files, and the only thing I have is the final release of Wasteland Weapons V3 in my dropbox, with the model of the 10mm Pistol, Silenced .22 Pistol, and 12.7 SMG. Everything else got forgeted along with my computer. So I gotta basically start from scratch, save those models that I already have. Those aside, here's the game plan:

The Ressurection
  • Laser RCW (rip, gotta redesign everything, 0%
  • Fat Man (rip x2, gotta redesign everything, 0%
  • Laser Pistol [Model: Complete! / Code: Incomplete!]
  • Laser Rifle [Model: Complete! / Code: Incomplete!]
  • Sniper Rifle (rip x3, I miss you ol bud)
  • .357 Revolver (And Ranger Sequoia Skin) 0%
  • Oh Baby! (extra melee weapon, adding in because why not)


TBH i'm a lazy motherforgeter and I actually don't want to do this atm, so if you don't feel that there's any potential here, just move on and give the word that my efforts will be in vain, so I can, in turn, move on and design higher priority mods. However, if you actually want to see stuff happen, give the word, and the lazy motherforgeter will become productive.

The Old and Outdated Link Can Still Be Found On This Topic Just In Case Anybody Is Curious

thx i gess

Here's some old images just so people can know what kind of style it follows








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