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Messages - Dglider

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511
Mapping Help / Re: Failed to load interior.
« on: March 28, 2011, 02:35:48 PM »
it told me that I did not have either 28100 or 28200 open

I think you're supposed to port forward ports 28000 to 28100.
Not 28100 to 28200.

512
Mapping Help / Re: Ostinyo's Mapping Tutorial
« on: March 27, 2011, 12:38:18 PM »
Theirs some scale of like 0.4 for it I forget.

A BL player's collision block is 2.8 high in TC.  If I remember right the length and depth are 1.5.  Remember 2.8 is the exact height.  You might want to go with 3.4 of something like that.

The BL-TC scale is 1 to .5. So a 1x1 plate would be .5x.5x.2 in constructor.

513
Modification Help / Re: Lockpick
« on: March 25, 2011, 03:35:01 AM »
Issue has been resolved.  Locking.

514
Off Topic / Re: Add a Word
« on: March 24, 2011, 10:22:05 AM »
My dog licked a Elephant's trunk last

515
Add-Ons / Re: New Jets
« on: March 24, 2011, 12:47:29 AM »
This doesn't overwrite the original or does it?

No, it does not overwrite the original.

516
Modification Help / Re: Lockpick
« on: March 23, 2011, 01:24:04 AM »
Heheh, Im locking the "Lockpick" Topic.

Am I not clever?  ;)

517
Modification Help / Re: Lockpick
« on: March 23, 2011, 01:15:23 AM »
*sigh* Once again. Why.

518
Modification Help / Re: Lockpick
« on: March 23, 2011, 01:11:01 AM »
You basically said,

"Hey there's this thing from Iban's mod I want to use. I won't tell you why but please fix it for me."

So, no. Nobody should offer to help you.

Edit: Cool ninja edit, bro.

I want it fixed for multiple reasons. 

First off, I hate going to other people's City RPs where they don't have a working lockpick.
Second, Having a tool that can break down doors would be cool wether it was in a City RP or not.
Third, you guessed it, I want to make a City RPG with a working lockpick In it.

519
Modification Help / Re: Lockpick
« on: March 23, 2011, 01:00:34 AM »

520
Modification Help / Lockpick
« on: March 23, 2011, 12:45:44 AM »
Ok.  I've noticed that the LockPick from Iban's CityRPG no longer works due to the switchover to the new JVS-Content System.

Regardless of my motives, I want to get it working again.

I've tried changing some words here and there, but I can hardly be called a scripting expert, so I have no idea what I'm doing.

Anyway, heres the part that needs fixing.

Code: [Select]
function CityRPGPicklockImage::onHitObject(%this, %obj, %slot, %col, %pos, %normal)
{
if(%col.getType() & $TypeMasks::FxBrickObjectType)
{
%client = %obj.client;
%brickData = %col.getDatablock();
if(isObject(%col.door) && %col.door.closed)
{
if(getRandom(0, 3) > 2)
{
for(%i = 0; %col.eventInput[%i] !$= "" && !%doorPath; %i++)
{
if(%col.eventOutput[%i] $= "doorOpen")
%doorPath = %col.eventOutputParameter[%i, 2];
}

switch(%doorPath)
{
case 0: %doorResult = %col.doorOpenCW();
case 1: %doorResult = %col.doorOpenCCW();
default: %doorResult = %col.doorOpen();
}

%col.schedule(3000, "doorClose");

if(%doorResult == 1)
{
%col.schedule(3000, "doorClose");

commandToClient(%client, 'centerPrint', "\c6You have commited a crime. [\c3Breaking and Entering\c6]", 3);
CityRPG_AddDemerits(%client.bl_id, $CityRPG::demerits::breakingAndEntering);
}
else
{
commandToClient(%client, 'centerPrint', "\c6You have commited a crime. [\c3Attempted Breaking and Entering\c6]", 3);
CityRPG_AddDemerits(%client.bl_id, $CityRPG::demerits::attemptedBnE);
}
}
else
commandToClient(%client, 'centerPrint', "\c6Picklocking attempt failed", 1);
}
}
else if(%col.getType() & $TypeMasks::VehicleObjectType)
{
if(%col.locked)
{
%col.locked = false;
CityRPG_AddDemerits(%obj.client.bl_id, $CityRPG::demerits::grandTheftAuto);
commandToClient(%obj.client, 'centerPrint', "\c6You have committed a crime. [\c3Grand Theft Auto\c6]", 5);
}
}

parent::onHitObject(%this, %obj, %slot, %col, %pos, %normal);
}

Any help would be greatly appreciated.  

EDIT:  Issue has been resolved.  You can find the fixed file below.

http://www.mediafire.com/?qb1sjavw5d5mo4l

Thanks to Blaze0 for... it.

521
Add-Ons / Re: New Jets
« on: March 19, 2011, 08:53:01 PM »
Bump

522
Mapping Help / Re: Ostinyo's Mapping Tutorial
« on: March 18, 2011, 10:18:22 AM »
So my input for this tutorial is: Never trust construct even when you've not had a problem, because one day it will kick you where it hurts. And backups won't save you :/

True dat.  That looked like a pretty sweet interior though.  Whats it for?

523
Mapping Help / Re: Problems and Questions
« on: March 18, 2011, 02:18:24 AM »
With the lighting thing.  Do you mean it's hard to tell where one object stops, and the other begins?

If so I have the solution.  Don't use the blank colors.  Use textures.  Any sort of texture as long as it's got some sort of blemishes on it.  Heck, you could even make a transparent concrete overlay and apply it to all the colors.  Make your own "concrete" color pack.  :3

524
Mapping Help / Re: Ostinyo's Mapping Tutorial
« on: March 18, 2011, 02:12:29 AM »
I just remembered something, before you finalize a map, take out the .mis file and remove all of the unneeded crap.  If you use irc while editing it makes this nasty little... Thing in the .mis file that does nothing.  When making crouch space I went through and found one of those things for every message I had sent on irc.  I think it numbered around... 20?  So Twenty references, 5 lines per reference.  So that would have left 100 extra lines in my .mis file. :o.  Just something to watch out for.

525
General Discussion / Re: Which is harder?
« on: March 17, 2011, 07:46:29 PM »
Scripting, definitely scripting.

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