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Messages - Kyuande

Pages: 1 ... 340 341 342 343 344 [345] 346 347 348 349 350 ... 401
5161
Off Topic / Re: Space Engineers Virus?
« on: November 19, 2015, 09:17:51 PM »
Malwarebytes is the best in my opinion to use, I also use Windows Defender as a backup.

5162
General Discussion / Re: Boss Battles - Four year anniversary!
« on: November 19, 2015, 09:13:40 PM »
Well that sucks, you're still screwed with your ban because making excuses (either legit or not) won't get you out.

Hint: Don't let anyone use your key

5163
General Discussion / Re: RTB Playertype
« on: November 19, 2015, 08:07:27 PM »
Nobody cares about your shiny studs, or playertype, or texture, or anything.
Oh boy

Also why is your avatar like Riki's Drag, lol

5164
Modification Help / Re: Detecting when player is damaged/health increases
« on: November 19, 2015, 07:19:22 PM »
And guess what addhealth calls? setdamagelevel.
And when was this ever a thing?
The entire purpose of packaging/parenting is to avoid breaking default functions. Many, many mods package default functions, including engine functions.
1. Duh
2. It's always been a thing as long as it's a torquescript function (meaning it's public from the c++ source), unless badspot decides to make them private such as GameConnection::setBLID and lots more.
3. This is a default function you don't want to package.

5165
General Discussion / Re: RTB Playertype
« on: November 19, 2015, 05:42:51 PM »
Okay?

Sorry to be a bit rude here but you have been posting these kind of topics lately and brag about it.

5166
Help / Re: Faces not working
« on: November 19, 2015, 02:27:13 PM »
If he downloaded it from a friend he didn't package it properly then.

5167
Help / Re: Faces not working
« on: November 19, 2015, 02:25:13 PM »
please read the thread

redownload the faces and put them in the add-ons folder
I did read the thread. They aren't working, so he should look at other face add-ons

5168
Development / Re: 2015/11/03 - Blockland r1972
« on: November 19, 2015, 12:24:38 PM »
Kind of like how $pref::net:: are useless

5169
Help / Re: Faces not working
« on: November 19, 2015, 12:22:45 PM »
Try looking at Face_Default and see how it works.

5170
Modification Help / Re: Detecting when player is damaged/health increases
« on: November 19, 2015, 11:45:56 AM »
Setdamagelevel is just.. a terrible way to package.

5171
Modification Help / Re: Detecting when player is damaged/health increases
« on: November 19, 2015, 11:12:11 AM »
Parenting a default function is a terrible idea. I remember when I released my custom health mod that uses getHealth and getMaxHealth, which is better than detecting datablock health, but it returns datablock health if they don't have custom health on that player. Mind as well use that support file and rewrite every mod that uses datablock health and damage level.

5172
Suggestions & Requests / Re: V20
« on: November 19, 2015, 10:41:48 AM »
I guess people still want the maps

5173
Add-Ons / Re: Ide's Slight Server enhancements
« on: November 19, 2015, 10:25:08 AM »
Hm. I don't recommend using puu.sh because if I remember the files will eventually be deleted.

5174
Modification Help / Re: Detecting when player is damaged/health increases
« on: November 19, 2015, 10:19:12 AM »
But you can read what I type.
Of course, but
I was thinking of the TF2 medipack

5175
Modification Help / Re: Detecting when player is damaged/health increases
« on: November 19, 2015, 10:10:19 AM »
I know what I read. Do you think I just make stuff up?

Code: [Select]
package gc_Medipack
{
  function Armor::onCollision(%this,%obj,%col,%a,%b,%c,%d,%e,%f)
  {
    if(%col.dataBlock $= "gc_HealthPickupItem" && %col.canPickup && %obj.getDamagePercent() < 1 && minigameCstar fishe(%obj.client,%col))
    {
      if(%obj.getDamageLevel() > 0)
      {
        cancel(%obj.gc_bleed);
        %obj.setDamageFlash(0);
        %obj.setDamageLevel(%obj.getDamageLevel()-$GCStuff::HealthPickup);
        serverPlay3D(gc_MediPackUseSound,%obj.getTransform());
        if(isObject(%col.spawnBrick))
        {
          %col.fadeOut();
          %col.schedule(%col.spawnBrick.itemRespawnTime,fadein);
        }
        else
          %col.schedule(10,delete);
      }
      return;
    }
    parent::onCollision(%this,%obj,%col,%a,%b,%c,%d,%e,%f);
  }
};
activatePackage(gc_Medipack);
Holy stuff calm down, I can't read your mind

I was thinking of the TF2 medipack

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