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Messages - jackrobbman

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106
Add-Ons / Re: Bushido's Sentry, Fixed!
« on: December 17, 2016, 10:42:40 PM »

no you're definitely fixed now i removed the gay bugs and now you're not gay anymore


fun fact: if you change just one pref you can place multiple sentries, but unfortunately can only controller the last sentry you placed. however they all work and they dont shoot each other and you can make some sort of tower defense mod with this probably

First off, lol. Second off, when you say tower defense, you mean with PLAYERS right?

107
Add-Ons / Re: Bushido's Sentry, Fixed!
« on: December 14, 2016, 01:05:00 AM »
Yeah, same thing as Seth said, does it shoot at enemy bots? I gave it a shot in-game and found out that although enemy bot's target it, it won't target them. So uh... guess I just answered my own question. I'm looking into the code now. I've found that ALOT of the problems I've had in this game can be fixed with a simple tweak that often doesn't need any experience with pragramming.. Is there a line of code that I could make a quick edit to so that they can target and shoot bots? It technically IS a bot right?

108
Add-Ons / Re: Blockality weapon pack V3
« on: December 08, 2016, 09:19:24 PM »
Dang dude! That's one heck of an awesome update! Gonna go try it out.

109
Add-Ons / Re: [Item] Doom-Type Armor Pickups
« on: November 23, 2016, 06:36:52 PM »
Man, I totally forgot to tell you how awesome this is. Have one'o dese' here cookies! :cookie:

110
Add-Ons / Re: XCOM Weaponset V1.9
« on: October 27, 2016, 10:49:41 PM »
Schweet! Loved the initial release of this pack!

111
Modification Help / Re: Automatic Gun Reload - SOLVED
« on: October 27, 2016, 10:48:09 PM »
I don't know what it is about the realistic gun packs but they're always super buggy (reloading animations are horrible in blockland) or interfere with other stuff or have some really glitchy recoil.

Yup! Only, with the Blockality pack, it's not a glitch. The guy coded it specifically to change your playertype when you equip a weapon. This  actually causes the glitch where the Shooter bots can't use them. I did some tests to prove that. Thankfully, I've NEVER had a problem with Gcat's weapons. That guy is probably programming games for some top-notch company right about now. Dude was crazy good with add-ons.

112
Modification Help / Re: Automatic Gun Reload - SOLVED
« on: October 27, 2016, 02:59:32 PM »
Sorta figured that. :( But to be honest, gcats special weapons and the BF3 pack are my favorite packs in terms of more realistic gunplay. They're the only ones I think were worth modding. The Blocklality pack is cool too, but I found out that although its fire animations look cooler and it has blood plumes on hit, it doesn't feel as refined as gcats weapons. It also uses the same reload scripts, but he already has it in there for bots to reload I think. It also doesn't work work with any of the Shooter_Playertype bots for some reason. Then there's the fact that it forces a playertype on you so that even players can't use one of the shooter playertypes unless they go in and remove that bit of code.

But yeah, I understand that it's not universal. Just wanted post this because someone...can't remember their name..told me it would be too much work. And it's not.


113
Modification Help / Re: Automatic Gun Reload - SOLVED
« on: October 27, 2016, 03:44:52 AM »
Hm. This apparently works for any reloading weapon. Take the BF3 pack for example! It's exactly the same regarding the states!

114
Modification Help / Automatic Gun Reload - SOLVED
« on: October 27, 2016, 03:19:09 AM »
Hey, anyone remember that topic I posted about getting certain guns to reload automatically? Turns out, that there is a SUPER un-complicated way to do it. Especially with gravity cat's special weapons. Ya just go to the cs file of the gun you want to augment, look for the string of codes where you start seeing stuff about states, and look for this.

Code: [Select]
stateName[1] = "Ready";
  stateTransitionOnTriggerDown[1] = "Fire";
  stateAllowImageChange[1] = true;
  stateTransitionOnNoAmmo[1] = "Empty";

See where it says empty? Replace that with Reload. Boom. You're finished. Now BOTS can use the weapons too. Just wanted to post this because someone claimed it was tons of work. Said they'd have to re-do everything in the pack. Well, that ain't true.

115
Add-Ons / Re: Slayer | Help wanted!
« on: October 20, 2016, 05:51:45 AM »
I'd REALLY love to help, but I got no coding experience really. Still, if you need help with something that you think a non-programmer like me could help you with, I'm game. You deserve some help darn it!

116
Add-Ons / Re: Blockality weapon pack V1.2
« on: October 13, 2016, 09:44:53 PM »
Ahehe...seriously man, the bots can't use these. I started a minigame, giving them one of your weapons. They aimed at me and strafed around me, but the bullets never came. I assumed it was because they had no ammo, since I started out with no ammo every time I started a minigame. SO, I event'ed them to drop the ammo box on spawn to give them some ammo. Still couldn't shoot, and didn't reload upon getting the ammo. That's not normal right?

I also event'ed a bot to stay on it's spawn and play it's attack gesture upon contact with its spawn. Didn't shoot.

117
Add-Ons / Re: Blockality weapon pack
« on: October 13, 2016, 02:38:03 AM »
Dude, this is an AWESOME pack. There's only one problem though. Bot's can't use these. :( Could you please...PLEASE make it so that they can shoot them? That would be freakin' AWESOME X 2!!!

118
Modification Help / Re: Auto Reload and Bot mod
« on: October 11, 2016, 11:48:36 PM »
Now it's saying that there's an error on line 9:

Code: [Select]
deactivatepackage(##b##otammo);

119
Modification Help / Re: Auto Reload and Bot mod
« on: October 11, 2016, 11:22:26 PM »
Because he forgot the word 'function' before WeaponImage::onFire(%this,%obj,%slot).
Thanks pal'ly!

120
Modification Help / Re: Auto Reload and Bot mod
« on: October 11, 2016, 10:26:30 PM »
Alright, so I did everything ya asked Perry. An error came up in the console talking about syntax on line 3. I checked line three and saw little # symbols appearing after WeaponImage and OnFire. Tried to highlight and copy it, but it won't let me. Is this code supposed to identify whatever weapon the bot is using and disable the ammo for that particular gun when the Ai shoots it? And when you say "paste it", where exactly? In the cs file I created? Or did you mean here to help you figure out what weapon pack I'm talking about? The weapons I wanted to disable ammo for are GCatsSpecialWeapons. I'm not opposed to going into the packs code and modifying each weapon specifically so that they auto-reload like other weapons I have. (The Warfare Pack) I'm willing to work for this. :)

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