Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Kyuande

Pages: 1 ... 386 387 388 389 390 [391] 392 393 394 395 396 ... 401
5851
Add-Ons / Re: [Client] Menu button sounds are back.
« on: August 28, 2015, 01:02:00 AM »
Dude, you didn't parent any of your callbacks.  This will almost certainly break every other mod in the game that tries to use those functions.
Uh, when I parented them, some of the functions said "unable to call blah blah", is there a way to check without console spam?

5852
Add-Ons / Re: [Client] Menu button sounds are back.
« on: August 27, 2015, 11:34:32 PM »
No idea, maybe people thought it was annoying?

5853
Modification Help / Re: Using GuiMouseEventCtrl
« on: August 27, 2015, 11:25:16 PM »
What's even more weird is that it works on GuiBitmapButtonCtrl too. Here's my released add-on that includes a support file I made. There's a chance it might work with almost any type of GuiControl.
<Nope>

5854
Add-Ons / -Nevermind- Already made..
« on: August 27, 2015, 11:16:58 PM »
Remember when your menu used to play a synth sound when you hovered over a button in the menu?
It now works, no special loops. Even tested on a clean install.

Download - <link removed> (Direct mirror)

5855
Modification Help / Re: 3D model dump - take em away from me please
« on: August 27, 2015, 10:05:45 PM »
These are useful for my tower defense!

5856
Modification Help / Re: Using GuiMouseEventCtrl
« on: August 27, 2015, 09:52:11 PM »
Hm, currently just doing 50ms schedules per loop and packaging GuiMouseEventCtrl::onWake so it replays the loop; the loop will end when the mouse control isn't awake. This only works for onMouseEnter and onMouseLeave.

Every single one of them is broken, not sure why.


Nevermind, got it working now. I tried this in general.

Code: [Select]
function GuiMouseEventCtrl::onMouseLeave(%this,%modifier,%mousePoint,%mouseClickCount)
{
echo("Working");
}

5857
Modification Help / Re: Using GuiMouseEventCtrl
« on: August 26, 2015, 07:05:06 PM »
Yeah, doesn't work with no add-ons, it looks like RTB does something with it, but I wonder how the loop is even starting.

5858
How do you use this correctly?
I see in the default game, onMouseEnter/onMouseLeave/etc don't exist. Is there a better way to implement it without a loop or do I have to use a loop?

5859
It's great to have new people. Have fun! Don't join drama..

5860
General Discussion / Re: Useful(less) Building Trick
« on: August 23, 2015, 07:17:49 PM »
How to do it:
1. Ask someone to shave your blockhead back
2. Get building blocks for $0.99
3. ???
4. Profit

5861
Help / Re: Random periods of people's servers being dead
« on: August 23, 2015, 10:13:10 AM »
No, this is your router.

5862
Well, if this was to be done, maybe the Bot_Hole mod should be redone to support this kind of stuff, it's a good idea.

5863
Modification Help / Re: Custom Death Sounds
« on: August 20, 2015, 05:11:28 PM »
If they're using your playertype, don't parent and play your own sound.

Use these variables for your needs in a playertype datablock:
painSound     = "YourSoundDatablockNameHere"; //When that playertype is hurt, it will play this sound if it exists instead
deathSound    = "YourSoundDatablockNameHere"; //When that playertype dies, it will play this sound if it exists instead

5864
Modification Help / Re: /spy command functionality?
« on: August 20, 2015, 05:07:49 PM »
How /spy works is making a loop into each client and comparing the string to search a client's name you were searching for.

When using eval without quotes for a number, it will try to find it as an object ID, which is 11, but if you put that into a string, it will search for the name instead of an object.

5865
General Discussion / Re: my duplications folder has over 30000 files
« on: August 19, 2015, 10:45:53 PM »
this is done by client_trolling
this is the fix
I should have released this when I was done. Beep boop!

Pages: 1 ... 386 387 388 389 390 [391] 392 393 394 395 396 ... 401