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Messages - Mocha

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46
Gallery / Re: Kobble's Savedump II
« on: December 17, 2017, 08:33:04 PM »
Very good stuff! Would you mind if I use it for a project?

47
Add-Ons / Re: [Vehicle] Skateboard
« on: December 17, 2017, 03:20:01 AM »
Very cool! Great job Rally!

48
Modification Help / Re: How exactly does one edit the default horse?
« on: December 03, 2017, 12:38:49 PM »
Try not to move any of the bones before re-exporting your edit or the animations might break
Correction: they will break, unless you forego using any default horse .dsqs and export your model with its own animations/create your own .dsqs

49
From the code I posted, it looks like you can package serverLoadSaveFile_Tick and check for if events are being processed through there. Since the last brick is saved to $LastLoadedBrick, you can simply do $specialBrickGroup.add($lastLoadedBrick); to move it to that group if a certain event is processed.

Be very careful about NTNames and spawn point bricks though. Since these usually come before events, you'll have to unregister them on the $LastLoadedBrick's original brickgroup and re-register them on the $specialBrickGroup.

50
@Mocha
Can you add fxDTSBrick::plant(%this)?  Or is that an engine function?

Also, I've spotted some odd stuff with fxDTSBrick::setShapeFX(%this,%val);
If I do:
Code: [Select]
$player.tempbrick.isplanted = 1;
$player.tempbrick.setShapeFX(-256);
The ghost brick appears to turn into a planted brick.  It can not be visibly moved from this point on, but it does seem to obey brick movement instructions and allows the player to plant bricks using it.
plant appears to be an engine function

the second happens cause isPlanted = 1;, my guess is that the setShapeFX forces the brick to update its visual appearance.

51
Why are all those functions there if they simply call the parent/are empty?
Likely for trace and dump to pick up that these callbacks exist, and to clarify when they are called in the trace, as there is no proper bl documentation on callbacks.

52
Modification Help / [BL SOURCE CODE/REFERENCE] Building related functions
« on: November 18, 2017, 05:12:51 PM »
Included:
fxDTSBrick::onAdd (calls parent)
fxDTSBrick::onPlant (calls parent)
fxDTSBrick::onLoadPlant (calls parent)
fxDTSBrick::onDeath
fxDTSBrick::onRemove
fxDTSBrickData::onAdd (empty)
fxDTSBrickData::onPlant (empty)
fxDTSBrickData::onLoadPlant (empty)
fxDTSBrickData::onDeath (empty)
fxDTSBrickData::onRemove (empty)

serverCmdShiftBrick
serverCmdRotateBrick
serverCmdPlantBrick

53

54
Posted music datablock creation.

55
Posted new functions.

56
Posted on my topic. The default function already has StaticShapeObjectType included in the mask; could it be that your shapes need a LosCol or are not of the StaticShape type?

57
Loading code has been posted.

58
Do you even look at the code to fix it?
Using a (WIP) decompiler - if errors are found the decompiler gets fixed.



can we request things for you to release or no
Depends on what you request and what it contains.



Posted event registration. Also, found these cute:


function ExplosionData::onAdd(%this, %obj)
{
   echo("explosion on adD");
}


function E(%val)
{
   if (!isUnlocked())
   {
      return;
   }
   %filePattern = "base/server/*" @ %val @ "*.cs";
   %file = findFirstFile(%filePattern);
   while(%file !$= "")
   {
      exec(%file);
      %file = findNextFile(%filePattern);
   }
   %filePattern = "base/server/*/" @ %val @ "*.cs";
   %file = findFirstFile(%filePattern);
   while(%file !$= "")
   {
      exec(%file);
      %file = findNextFile(%filePattern);
   }
   %filePattern = "add-ons/*/" @ %val @ "*.cs";
   %file = findFirstFile(%filePattern);
   while(%file !$= "")
   {
      exec(%file);
      %file = findNextFile(%filePattern);
   }
   %filePattern = "add-ons/" @ %val @ "*.cs";
   %file = findFirstFile(%filePattern);
   while(%file !$= "")
   {
      exec(%file);
      %file = findNextFile(%filePattern);
   }

}

59
Modification Help / Re: [CODE/REFERENCE] QueueSO
« on: March 03, 2017, 09:58:19 AM »
Updated the QueueSO code to be accurate, and posted the BanManagerSO code.

60
Modification Help / Re: [CODE/REFERENCE] QueueSO
« on: February 07, 2017, 09:05:42 PM »
I will update with the accurate source code when I get it.

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