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Messages - Treynolds416

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8131
Creativity / Re: The new and improved 3D model topic!
« on: March 13, 2011, 11:58:39 AM »

Looks more like a

BUMBUMBUMBUMBUMBUMBUMBUMBUMBU MBUM

8132
Modification Help / Re: Making vehicle, vehicle crashes the game.
« on: March 13, 2011, 11:55:02 AM »
It is mount0.
I'll try the LODs.
Still nothing.
I thought so.

Can you post the script?

8133
Modification Help / Re: Emitter problems?
« on: March 13, 2011, 11:46:31 AM »
What.

All he was trying to do up until the post I just quoted was to get it spin in the way he wanted. I just gave him the code for mounting particle effects to the player.
I was talking about how he wanted to have a full circle in theta degrees, which is not advisable. Sorry for the confusion.

8134
Modification Help / Re: Damage x Distance
« on: March 13, 2011, 11:25:46 AM »
You could also increase damage as a direct result of time.

8135
Modification Help / Re: Emitter problems?
« on: March 13, 2011, 11:24:49 AM »
Yea but i'm using it as an emitter mounted to the player's hand, like a light ring around the player's hand.
There is no way to do this in the manner that you were doing.

I didn't fully understand Iban's post, but you will probably have to set the emitter direction in the scripts.

8136
Gallery / Re: [OWB] app - New and better! || McMeez Tower
« on: March 13, 2011, 11:22:31 AM »
Some medieval towers are squares or the exact same shape of this.
You made it mostly circular. I think it's a lot nicer if you had made it either all the way square or all the way circular. But that's just my opinion.

8138
Modification Help / Re: Making vehicle, vehicle crashes the game.
« on: March 13, 2011, 10:07:06 AM »
The joint is named mount0, correct?

If not, change it.
If so, then the problem might be with the mesh LODs

Try setting them to 16 instead of 0, but I have a sneaking suspicion that it wouldn't be causing the problem.

8139
Modification Help / Re: Animation problems
« on: March 13, 2011, 10:03:11 AM »
Other than remove the links, I renamed barrel100 to muzzlePoint. That's it.
Try re-assigning your joints to the meshes.

Then run the animations in Milkshape and report on what happened.

8140
Creativity / Re: The new and improved 3D model topic!
« on: March 13, 2011, 09:55:21 AM »
It's a baby EuroTaxi!

8141
Suggestions & Requests / Re: 180degree pirate cannon
« on: March 13, 2011, 09:48:57 AM »
Is it possible?
I'm pretty sure.
You can do that sort of thing with vehicles and passengers. One sec


Edit: Yndaa ftw
Edit again-

Looking into the script i found the camera look angle code  
Code: [Select]
uiName = "Jeep ";
rideable = true;
lookUpLimit = 0.00;
lookDownLimit = 0.00;

ive already changed mine but you change the value of look up and down limit to whatever angle you want it, when set at 0.00 and 0.00 the player laid flat with his legs, change it to whatever angles you want it locked on such as .50 .50 to stay still or .50 .0 and it should beable to sit up straight or look down all the way.

8142
Gallery / Re: [OWB] app - New and better! || McMeez Tower
« on: March 13, 2011, 09:47:40 AM »
The design is great, but the tower is too fat, and not circular enough, and too empty on the inside.

I think you should have put more effort into this.

8143
Keep this on the first page!

Too bad a sticky is too much to ask for... :(

8144
Modification Help / Re: Emitter problems?
« on: March 13, 2011, 09:00:18 AM »
After doing some tests, I believe I have found a solution and an explanation.

You see, there is really no way to make the emitter make a sideways circle with the emitter brick facing up. This may be a bit confusing, but Theta degrees do not run all the way to 360.

Let me explain: Phi units go up from 0 to 360. In a three dimensional space where you are looking along the X-Axis, phi units control and rotate around the Y-Axis. Theoretically, you should not be able to see the phi units from the X-Axis, but it might be easier to think of it ass you just seeing a line. Theta degrees control part rotation around the X-Axis. What I mean by part rotation is this: Theta degrees only go up to 180 degrees. Any value above 180 will return a single line in the console and work as 180 anyway. Think of phi and theta like how the Blockhead moves. He can turn one direction and eventually end up where he started, while he cannot look down and eventually come back to where he started without changing direction.

Now to the actual fix. There is really no great way to spawn an emitter so that you can see it all from your position on the X-Axis, when the emitter direction is 'up'. Instead, a ring should be made with phi units and then rotated whatever direction using Blockland's built-in method. In fact, the way you were doing it would have eventually failed, because when you try to make it point north it would point down or somewhere else. Picture is below



And the winning script is:
Code: [Select]
datablock ParticleEmitterData(LightLightAmbientEmitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 0;
ejectionVelocity = 1;
velocityVariance = 0.5;
ejectionOffset = 0.3;
thetaMin = 89.7;
thetaMax = 90.3;
phiReferenceVel = 0; //360
phiVariance = 360;
overrideAdvance = false;
particles = LightLightAmbientParticle;
uiName = "LightLight Ambient";
};
This script will work 100% of the time, but you will have to set the direction.

One final note:
I have absolutely no idea as to why setting the values within the console would suddenly cause it to work. As I just showed, your entire method was wrong. So why would setting the thetamax value to a number it already is, and that number being redundant, fix anything at all?

8145
Modification Help / Re: Making vehicle, vehicle crashes the game.
« on: March 12, 2011, 10:38:07 PM »
Well, you don't really need the dump or the .cs, but they shouldn't mess anything up... And you don't need to create bounds, just apply and export.

It's most likely something with the actual model, instead of the exporting.
Can you show a pic?

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