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Messages - jackrobbman

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61
Gallery / Re: workin on a new weapon pack
« on: July 15, 2017, 04:26:27 PM »
This looks amazing. Why do add-ons this cool looking never get released?

62
Modification Help / Re: Armor Pickups
« on: July 14, 2017, 12:58:03 AM »
Bruh! Totally got it to work!!! Only had to make one change.

Code: [Select]
commandToClient( %this.client, 'bottomprint', "\c6Armor\c3:" SPC MCeil( %this.armor ) @ "\c6.", 3, true );
Had to change the "%this.armor" to "this.getArmorPickupLevel". You might have wanted me to do that from the get-go, but I thought you meant the one specifically before it and not this one. But yeah! It works! Works like a charm! Thanks man. I'd add sound effects, but the onitempickup add-on doesn't work so there's no way to make the items disappear after pickup, making such efforts void and pointless. That add-on's always been wonky a-h even in the past. I've been forced to use bricks with no collision and the events you incorporated into the add-on to get that down pat.

63
Modification Help / Re: Armor Pickups
« on: July 13, 2017, 11:54:13 PM »
Dang, man. Thanks again! I'm gonna read the crap out of that guide. I appreciate your "teach a man to fish" mentality. Hopefully i'll be making my own add-ons someday, ones I believe Blockland desperately needs. Shoot, I might even figure out how to stop bots from strafe-ramming everything. XD Seriously though, thanks.

64
Modification Help / Re: Armor Pickups
« on: July 13, 2017, 11:04:34 PM »
Ok, I've been looking into the kevlar add-on code and this is what I think I might be able to use to get that client message.
Code: [Select]
function Player::Damage( %this, %obj, %pos, %damage, %damageType )
{
if( %this.armored )
{
%this.armor -= %damage * 0.5;
%damage = %damage * %this.armorDivider;

commandToClient( %this.client, 'bottomprint', "\c6Armor\c3:" SPC MCeil( %this.armor ) @ "\c6.", 3, true );

Unfortunately, I have no freakin' idea what's going on here on so many levels. All I know is that it mentions "bottomprint" and "client" which makes it stand out to me.  I know if i just paste this into the Doom Armor code that it won't do jack because I think there are variables here that aren't created in the Doom Armor to reference to. Like the "c6" and "SPC" thing. What in sam hill IS all that? I can't tell how much of this is general Torquescript language and what's a variable made up by the coder.

Quote
yeah, look at other addons with similar functionality and see how they do it

The kevlar add-on is, so far, the only other armor add-on that I know about and it's the only one that displays how much armor you have whenever you get hit. I DO remember there being another add-on that dispplayed how much armor you had as an energy bar, but I have no idea where it is and, honestly, PhantOS's Doom Armor seems to be the best of them all and perfectly suits the build I've got.

65
Modification Help / Re: Armor Pickups
« on: July 13, 2017, 04:28:09 PM »
Hm. Seems like I'd better find an introduction to Torquscript or this will be impossible for me. XD Any...good, FREE places on the net where I can start learning? Like, from ground zero? No experience with anything except a nearly forgotten java class in highschool? l:L

66
Modification Help / Re: Armor Pickups
« on: July 13, 2017, 07:26:00 AM »
Thanks bruh. I have no words for your awesomeness.

67
Modification Help / Re: Armor Pickups
« on: July 13, 2017, 05:22:36 AM »
the pref for max armor defines the max amount of armor you can hold at once. so say you set the max to 400, that means you can have up to 400 armor at once.

every time you pick up a 50 armor pickup, you get 50 armor added. so it would go 50, 100, 150, 200, 250, 300, 350, 400 and it would stop there because 400 is the max armor you set.
the amount of armor a player holds can be accessed by the function Player::getArmorPickupLevel(%this)
use that as you like. if you want to display current armor, make a loop and have it print the player's armor level. i can't make one due to compatibility issues with other mods that bottom or center print, so you'll have to either make one yourself or have someone else make it for you
Thanks. Not gonna say I totally understand how to do that, but I'm savvy at figuring stuff out when I really want to. But about that loop...how would I do that? I know i'm asking a lot, but it would REALLY put the cherry on top of this build man.

68
Modification Help / Re: Armor Pickups
« on: July 11, 2017, 04:12:55 PM »
Nevermind! It DOES stack! But I still need a way to display the current armor.

69
Modification Help / Armor Pickups
« on: July 11, 2017, 04:02:51 PM »

So I know about Perry's doom-armor style pickups, but I was wondering if the effect STACKED. In the topic, it describes each armor pickup as a level of armor. To me, that means that I can't just pickup a bunch of +50 armor until I max it out, which is odd because there's an event that sets the max armor level. Why would that be there if the pickup sets your max armor level automatically? Am I getting the concept of the way it works incorrect or something? I've tried it out, but I'll keep experimenting.

Is there a way I can go in the code to make the pickups stack on what armor the player already has rather than give them an armor level? And is there a way I can make a string appear that tells me how much armor I currently have? I'm willing to listen and do the work. i'm just desperate to get these working the way I need em to give my campaign maps some variance and purpose other than just killing hordes of enemies and searching for the next health powerup and gun.

There's the kevlar add-on, but you need to equip it and use it to put it on, which is just very inconveniencing when you're being ran down by a dozen enemies. "Up! Lemme just put the armor on while their shooting at me!" l:(

70
Help / Starting a Server
« on: July 11, 2017, 05:49:25 AM »
Do we still need to do that port-forwarding thing? Or can I just start an online server like normal? I've got this real fun co-op map I made but playing it with bots is downright frustrating because the strafe ram everything. Even enemies that damage you by touching you. It's maddening. I'm serious. I REALLY wish that could get fixed.

71
Modification Help / Re: Checkpoints?
« on: July 07, 2017, 04:02:45 AM »
another limitation is 1mb, but its really easy to bypass both limitations.
Yeah, like with that large_music-file add-on. I've implemented entire songs to enhance the gameplay. XD

72
Modification Help / Re: Checkpoints?
« on: July 07, 2017, 01:54:17 AM »
There is a checkpoint brick that is included in the game by default. It looks like a spawn brick, but with a white triangle on the base instead of a black one.

Eyeeeeeaaahhh...I literally just saw that. l-( Sorry. Problem fixed. BUT....about the whole music thing? Would that be legal? Cause it sounds awesome and if I could get it in there without getting sued, that would cool.

73
Modification Help / Checkpoints?
« on: July 07, 2017, 12:57:41 AM »
Ey, me again. Another problem with the campaign. Is there a way to make checkpoints? You know, so that when the player dies, (which I forsee a lot of) they won't have to spawn all the way back at the beginning of the map? I downlaoded these checkpoint events and set a brick to be a checkpoint, but it doesn't work. At all. I remember an actual brick add-on called checkpoint bricks that I remember using years ago, but it seems to have vanished off the face of the internet. Any ideas on how to go about this? I'll keep experimenting, but I'd appreciate some help. Things are getting pretty fun for the campaign.

P.S: If I created and implemented a music file from a newly released game and released this game mode with said music in it as an ogg that plays during it, would I get sued or something? Even if I BOUGHT the music for download?

74
Add-Ons / Re: Goblin Bots
« on: July 05, 2017, 03:11:01 AM »
You get a freakin' cookie bro. :cookie:

75
Modification Help / Re: Gamemode creation
« on: July 03, 2017, 01:50:03 AM »
try putting a delay
there's a moment where events won't work after a player spawns, if the minigame resets they respawn and events shouldn't do things to them for a few seconds

You were right on point man! I've found out that there needs to be a minimum of 400 milliseconds for the event to work. You just saved my whole build man. Thank you! :)

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