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Messages - dUMBELLS

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16
Off Topic / Re: More on the student at my school who was killed
« on: February 15, 2012, 10:08:18 PM »
Even if you are glued to your phone and blasting music in your ear you should be able to afford yourself a glance of what's ahead every so often. Death is a sad thing that nobody deserves, but it is indeed entirely his fault: Fail to look around every once-in-a-while -> get hit by a train.

17
General Discussion / Re: is ~100k bricks alot for an empty town?
« on: January 18, 2012, 10:25:48 PM »
You have ~28,000 bricks left before you hit the limit. (128,000 bricks)

- Reason for the limit: http://forum.blockland.us/index.php?topic=15483.msg209596#msg209596

19
My xbox

20
General Discussion / Re: The Infection - oh god the terror
« on: December 22, 2011, 08:17:19 PM »
Found me a victim:

21
Modification Help / Re: Setting A Variable To Multiple Things
« on: December 16, 2011, 12:25:16 PM »
Use a for loop to put values into a string, separated by either SPC or TAB (TAB is better for things like position or vectors). Then use %blah=getWord(SPC list,#) or %blah=getField(TAB list,#) to get those values back out of the string.

OR

Use arrays.

22
General Discussion / Re: Player Images (Status: ONLINE)
« on: December 16, 2011, 12:06:10 PM »

23
Modification Help / Re: Can somebody list all of the \c codes?
« on: December 08, 2011, 06:42:09 PM »
type /colortest in a server:
0 is red
1 is blue
2 is green
3 is yellow
4 is cyan
5 is magneta/pink
6 is white
7 is grey
8 is black

24
Creativity / Re: SX3D: Now in DirectX
« on: December 05, 2011, 08:21:59 PM »
As you get closer to a planet you see the landscape in more detail? (basic color -> land/ocean -> terrain..)

25
Modification Help / Re: [RELEASE] Wire Effect - Now with download link!
« on: December 04, 2011, 11:09:02 PM »
You might have trouble when updating the wire's slack / position if you don't use ParticleEmitterNode.inspectPo stApply(); afterwards

26
Modification Help / Re: Iban Explains it All
« on: November 15, 2011, 08:24:54 PM »
But then why did Ichverbot post this if he's not Iban?
Ichverbot is Iban.  :iceCream:

27
Modification Help / Re: Iban Explains it All
« on: November 15, 2011, 10:03:49 AM »
I may as well dump a bit of info here now that Iban is gone:

Conditionals:
A little-known technique for doing quick if-checks
Code: [Select]
(<condition> ? <if true> : <if false>)
examples:
%client.chatMessage("You have" SPC %client.clamCount SPC (%client.clamCount>1 ? "clams" : "clam"));
%blah=(%use==false ? true : %use); //if %use was "bananas" then %blah would be "bananas", but if %use was false then %blah would be true

"Attaching" particle emitters to objects
This is for attaching emitters to objects when it cannot be accomplished by adding it onto a datablock, which, if you can, you should do instead. Lets start by adding the actual emitter object, we'll make it the fire A emitter:
Code: [Select]
%emitter=new ParticleEmitterNode()
{
   dataBlock="GenericEmitterNode";
   position="0 0 0";
   emitter="burnEmitterA";
};
MissionCleanup.add(%emitter);
This isn't going to be possible without entering the emitter into some kind of loop..
Code: [Select]
%emitter.enterAttachLoop(%obj)now lets actually set up the loop method
Code: [Select]
function ParticleEmitterNode::enterAttachLoop(%this,%obj)
{
   //this is working off the assumption that you wont enter the emitter in more than once
   //we make sure the object exists when we point to the object from the emitter
   //while also making sure that the currently attached object exists
   if(%this.attached!=%obj)
      %this.attached=%obj;
   if(!isObject(%this.attached))
      return;

   //setTransform moves the emitter to the position of the object
   %this.setTransform(%obj.position SPC "0 0 0 0");

   //this updates the emitters position, this is the part I'd imagine would be hard to find
   %this.inspectPostApply();

   //we repeat the function in 150 milliseconds, creating the loop
   %this.schedule(150,0,"enterAttachLoop",%obj);
}

28
Modification Help / Re: Iban Explains it All
« on: November 13, 2011, 12:13:54 PM »
You should add some info on minigames in the ScriptObjects document.

29
Help / Re: JVS problem!
« on: November 06, 2011, 09:45:06 AM »
This problem is caused when running Slayer with JVS Content, due to conflicting fxDTSBrick::onPlant functions.

Heres a fix for the current version (v2) of Slayer

The actual problem was on lines 405-417 in Gamemode_Slayer/Dependencies/Brick.cs.

Used to be:
Code: [Select]
function fxDtsBrick::onPlant(%brick)
{
parent::onAdd(%brick);  <-----

%brick.schedule(15,setSlyrBrick,1);
}

function fxDtsBrick::onLoadPlant(%brick)
{
parent::onAdd(%brick);  <-----

%brick.schedule(15,setSlyrBrick,0);
}
Needs to be:
Code: [Select]
function fxDtsBrick::onPlant(%brick)
{
parent::onPlant(%brick);  <-----

%brick.schedule(15,setSlyrBrick,1);
}

function fxDtsBrick::onLoadPlant(%brick)
{
parent::onLoadPlant(%brick);  <-----

%brick.schedule(15,setSlyrBrick,0);
}

30
Help / Re: JVS problem!
« on: November 05, 2011, 09:38:02 AM »
It's probably best that you trace and then post the log;
    * Run Blockland
    * Press ~ to open the console
    * Type trace(1); and press enter
    * Press ~ to close the console
    * Duplicate the problem
    * Exit the game
    * Post console.log file

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