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 - Chao

Pages: 1 2 3 4 [5] 6 7 8
61
General Discussion / Problems with bots [Help please!]
« on: January 14, 2012, 09:44:18 AM »
Ok, so lately i've been having THREE problems with bots:
1. I have no idea how to change the bot respawn time (for some reason the vehicle respawn time in minigame doesn't work, and I have no idea why)
2. When I make a dedicated server, I leave the game and then all of my bots freeze up and don't move or do basically anything as long as i'm not on the server.  However, once I come back, they fix themselves, so basically I have to be on the server for my bots to work.  I have no idea how I could fix this, but I think it has something to do with my ownership.  Is there anyway that I could maybe change the ownership to nobody? (turning save/load brick ownership off does not work)
3. When I kill a bot, it does the onBotKilled event, but then EVERY TIME I attack the corpse it does the onBotKilled event again.  So basically, they get exp for the kill, and then get exp every time they attack the corpse..

Can anybody tell me how to fix these problems?

62
Modification Help / Re: Death Animations
« on: August 16, 2010, 08:20:43 AM »
Oh!  I just went back to my Milkshape DTSplus exporter and told it that when the animation blends, use keyframe 1.  And it's not glitchy anymore!  The only thing is that when it's on the ground, it keeps playing the running animation.

63
Modification Help / Re: Death Animations
« on: August 16, 2010, 08:14:00 AM »
I'm using this, but it's not working:
Code: [Select]
package fixanim
{
   function OrangeMushroomArmor::onDisabled(%data, %obj, %enabled)
    {
Parent::onDisabled(%data, %obj, %enabled);

      %obj.playthread(0, root);
      %obj.setVelocity("0 0 0");
}
};
activatepackage(fixanim);

Also, Space Guy, there is a blend option, but I turned it off.

64
Modification Help / Re: Death Animations
« on: August 16, 2010, 07:59:23 AM »
Ok Amade, I did what you said, but It just did the same thing as when I started.
This is the code I used this time:
Code: [Select]
package fixanim
{
   function OrangeMushroomArmor::onDisabled(%data, %obj, %enabled)
    {
Parent::onDisabled(%data, %obj, %enabled);

      %obj.playthread(0, root);
}
};
activatepackage(fixanim);
I also tried replacing
Code: [Select]
%obj.playthread(0, root);
with
Code: [Select]
%obj.playthread(0, death1);
But it still just played both the running and death thread when I died when I was running.

65
Modification Help / Re: Death Animations
« on: August 15, 2010, 07:28:45 PM »
I used this:
Code: [Select]
package fixanim
{
   function GameConnection::onDeath(%this, %obj, %sourceObject, %sourceClient, %damageType, %damLoc)
    {
Parent::onDeath(%this, %obj, %sourceObject, %sourceClient, %damageType, %damLoc);

      %this.player.playthread(0, root);
}
};
activatepackage(fixanim);
And got this in console:
Code: [Select]
Add-Ons/Player_MapleStoryMobs/server.cs (0): Unable to find object: '0' attempting to call function 'playThread'
BackTrace: ->serverCmdSelf Delete->Player::kill->ShapeBase::Damage->Armor::Damage->[fixanim]GameConnection::onDeath

66
Modification Help / Re: Death Animations
« on: August 15, 2010, 05:49:47 PM »
It said it couldn't find the function "playThread".

67
Modification Help / Death Animations
« on: August 15, 2010, 05:12:06 PM »
So, I finished my other problem, and the playertypes are going pretty well, except for one problem.  When they play the death animation when they die, it works, except for when they are walking.  If it's playing another animation and they die, it glitches up and shows the two animations at once.  If you know how to solve this problem, please reply.

Edit: Also, do you know how to make a script so that when the playertype dies, it commands in to play the animation "Death"?
I tried this, but it didn't work:
Code: [Select]
package fixanim
{
   function GameConnection::onDeath(%this, %obj, %sourceObject, %sourceClient, %damageType, %damLoc)
    {
Parent::onDeath(%this, %obj, %sourceObject, %sourceClient, %damageType, %damLoc);

      %this.playthread(2, root);
}
};
activatepackage(fixanim);

68
Modification Help / Re: Playertype Animation Problem {SOLVED}
« on: August 14, 2010, 04:28:13 PM »
Ok, I'll tell you how I solved it.  It turned out that the reason it did this was because the first keyframe of the root animation wasn't the same as the first keyframe for the jumping animation.  I just made them the same, and it worked.

69
Modification Help / Re: Playertype Animation Problem
« on: August 14, 2010, 10:34:36 AM »
The problem has been solved.

70
Modification Help / Re: Playertype Animation Problem
« on: August 14, 2010, 08:50:45 AM »
Ok, I just downloaded and installed showtool, and everything plays fine there too!  If it plays fine in showtool, it's supposed to do the same ingame, right?

71
Modification Help / Re: Playertype Animation Problem
« on: August 14, 2010, 07:28:03 AM »
The root animations should only have one keyframe (should be completely still)
If it does, the animation looks glitchy, just like your problem.
Yeah, but for the root sequence, it should be playing a animation where it is just doing nothing.

72
Modification Help / Re: Playertype Animation Problem
« on: August 13, 2010, 08:32:34 PM »
I think I know what it's doing.
When I spawn the mushroom, it plays the animation.  After the first keyframe, it plays the animation again, thus not palying more of the previous animation.  How to I fix this?  I told it that the animation was between keyframes 1 - 30, and I have cyclic turned on (I tried it already with it turned off, no use).

73
Modification Help / Re: Playertype Animation Problem
« on: August 13, 2010, 07:29:40 PM »
No, I exported keyframes 1 - 30.

74
Modification Help / Re: Playertype Animation Problem
« on: August 13, 2010, 07:25:06 PM »
It's not a speed problem.  I have a speed of 15 FPS for the Animation.

75
Modification Help / Re: Playertype Animation Problem
« on: August 13, 2010, 06:53:26 PM »
No, they don't.

Pages: 1 2 3 4 [5] 6 7 8