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Messages - alex dude

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31
Gallery / Re: (WIP) Ski Lodge.
« on: November 02, 2014, 09:12:12 AM »
Woah, fancy. I love the brick columns next to those arches.

32
Gallery / Re: Bo-at
« on: November 02, 2014, 08:53:12 AM »
I quite like the style of it
That's a very nice approach to it, keep it up :D
Thanks for the feedback, progress pictures:


33
Modification Help / Re: missing something in the script
« on: November 02, 2014, 12:45:54 AM »
from the looks of that error, it seems you have placed the properties of this datablock outside of the curly braces {} < these
making a function? start and end it with curly braces, like this:
Code: [Select]
function harold(%this) {
   echo("you called me!");
} //END WITH CURLY BRACES

Edit:
Your footprint particle datablock:
Code: [Select]
datablock PlayerData(defaultfootprintParticle){
    diffuseMap[0] = "footprint";
    vertColor[0] = true;
    translucent = true;
    castShadows = "0";
    translucentZWrite = "1";
    materialTag0 = "Player";
    decalOffset = "1";
    dustEmitter = "1";
    footPuffEmitter = "1";
    footPuffNumParts = "1";
    footPuffRadius = "5.0";
};

Your function to call it (doing /dfprint)
Code: [Select]
function serverCmdDFPrint(%player) {
   //do you want to assign this to the player here?
}

I can't seem to find the footprint add-on to see what you are trying to do, if you could link it here it would be easier.


34
Gallery / Re: Bo-at
« on: November 01, 2014, 10:15:57 PM »
:( it's not done

35
Modification Help / Re: missing something in the script
« on: November 01, 2014, 09:33:53 PM »
remove the {}

before
Code: [Select]
datablock PlayerData(defaultfootprintParticle){}

{

after
Code: [Select]
datablock PlayerData(defaultfootprintParticle) {
edit: I think the above function serverCmdDFPrint(%player) also needs to be opened with { and closed but I could be mistaken

36
Creativity / Re: The new and improved 3D model topic!
« on: November 01, 2014, 01:46:13 PM »
Those are adorable yet deadly, I'm not sure if I like the small black squares on them though :(

37
Modification Help / Re: Blender weapon animation
« on: October 29, 2014, 03:38:24 PM »
Also I believe those animations are playing on the character itself, and I can tell you the default Blockland characters don't have those animations. Have you tried using %this instead?
I'll have a go, thanks.
Edit: I solved the problem of the animation!
By using:
Code: [Select]
stateSequence[2] = "firecrackerThrow";in the states of the weapon.
Using %this did not work unfortunately, thanks for the help though!

38
Modification Help / Re: Blender weapon animation
« on: October 29, 2014, 12:50:02 PM »
Well you're trying to play fireCrackerReady and the two animation sequences I see are Charge and fireCrackerThrow. Last I checked Ready !$= Throw
oh sorry i cut that part out, even after re-naming these parts within the script; the animation won't play. (updated code below)
Code: [Select]
function firecrackerImage::onAbortCharge(%this, %obj, %slot)
{
%obj.playthread(2, root);
}

function firecrackerImage::onCharge(%this, %obj, %slot)
{
   %obj.playthread(2, firecrackerThrow);
}

function firecrackerImage::onFire(%this, %obj, %slot)
{
%obj.playthread(2, firecrackerThrow);
Parent::onFire(%this, %obj, %slot);
}

39
Modification Help / Blender weapon animation
« on: October 29, 2014, 12:24:57 PM »
I'm trying to get animation working on blender 2.49b

(CLICK FOR BIGGER)


The sequence is called firecrackerReady and is called in the script here:

Code: [Select]

        stateName[2]                             = "Charge";
stateTransitionOnTimeout[2]    = "Armed";
stateTimeoutValue[2]                 = 0.8;
stateWaitForTimeout[2]    = false;
stateTransitionOnTriggerUp[2] = "AbortCharge";
stateScript[2]                  = "onCharge";
stateAllowImageChange[2]        = false;
};

function firecrackerImage::onCharge(%this, %obj, %slot)
{
   %obj.playthread(2, firecrackerReady);
}

function firecrackerImage::onAbortCharge(%this, %obj, %slot)
{
%obj.playthread(2, root);
}

The export settings:


I can't seem to find out what the problem is, I have parented the model to the bone of the armature and animated the bone.
When I'm in-game, the animation does not play when the weapon is charged.

Any help is appreciated. Thanks.

40
Creativity / Re: The new and improved 3D model topic!
« on: October 28, 2014, 11:58:06 AM »
i have never realized how spooky skulls look without clear teeth indentations

41
Gallery / Re: Cinematic Brick Tessellation Video - Need builds!
« on: October 26, 2014, 07:48:48 PM »
Well people don't really have an incentive, are you going to release the mod after the video is made? Is this video to get people hyped about it?

42
Creativity / Re: The new and improved 3D model topic!
« on: October 24, 2014, 06:59:06 PM »
Any comments? - From JC2
-snip-
IS THAT TRIANGULATION ON THE HANDLE?
You might want to make the stock a bit thicker, same with these bits:

43
Modification Help / Re: Two arguments in a function?
« on: October 22, 2014, 07:35:08 AM »
So you have a global array of maps, and transformations for each of the maps, and you're trying to get both of these variables out of a single function? - This is correct
You can concatenate the two variables and return that, then unconcatenate it to get the variables out.
return $map[0] NL $tele[0];
And then %mapData = random(); %map = getRecord(%mapData, 0); %transform = getRecord(%mapData, 1);

Also, you can seriously optimize this by using $map[%random] as opposed to checking each number, of course this wouldn't check if it exists.

And return doesn't need brackets, its not a function.
Thank you so much, I knew I could've done it smaller but I didn't know you could do it that way.

Edit: How do I de-catenate these? I know that NL puts the second string onto a new line. Would I need to use getField like this?
Code: [Select]
echo(getField(NL %secondstring));another edit: i am an idiot, getRecord( sourceString , index ); (from the torquescript wiki) does this

44
Modification Help / Two arguments in a function?
« on: October 22, 2014, 06:26:23 AM »
What i'm attempting to do is call a function to return some variables, (to load saves and teleport players to them) which are:
Code: [Select]
$tele[1] = "152.596 101.372 1.01 0 0 -1.00001 0.102687"; //teleport location for apartment save
$tele[2] = "-53.6 -68.24 21.5 0 0 1 1.6"; // teleport location for arch of constantine save

$map[0] = "Apartment.bls"; // apartment save file
$map[1] = "Arch of Constantine.bls"; //arch save file

the random map and tp function
Code: [Select]
function random(%map, %randomTp) {
    %random = getRandom(1,2); // random number between 1 and 2

    // random map
    switch (%map) {
    case 1:
        return ($map0);
    case 2:
        return ($map1);
    default:

    }
    //set teleport to be same as map
    %randomTp = %random;
    switch (%randomTp) {
    case 1:
        return ($tele[0]);
    case 2:
        return ($tele[1]);
    default:

    }
}

the loading bricks function

Code: [Select]
function loadBrix() {
    schedule(0, 0, serverDirectSaveFileLoad, "saves/" @ random(%map), 3, "", 2, 1);
    findclientbyname("Arix").player.setTransform(random(%randomTp));
}
(forgive my formatting)
is it possible to use %map and %randomtp in that function that way?

45
Modification Help / Re: Finding datablocks and functions
« on: October 19, 2014, 05:40:33 PM »
Thank you, very useful :)

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