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Topics - Greek2me

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121
Modification Help / Change the color of an item via script?
« on: May 10, 2011, 05:24:48 PM »
How would I change the color of an item via script? I know it's possible, since Space Guy does it.

I think I have to change this value for the item: colorShiftColor = "0.196850 0.196850 0.196850 1.000000", and then I'd make sure doColorShift = "1", correct?

122
Modification Help / Buffer Overrun?
« on: April 28, 2011, 06:18:27 PM »
What's a buffer overrun? I keep getting an error, "Buffer overrun detected!", then the game closes. This only happens when I attempt to dump a scriptObject I'd made. Anybody know why this happens?

console just before crash:
Quote
==>exec("base/slayer/modules/map cycle.cs");
Executing base/Slayer/Modules/Map Cycle.cs.
==>Slayer.mapCycle.generateMissi onData();
==>Slayer.mapCycle.dump();
Member Fields:
  class = "MapCycleSO"
Tagged Fields:
  Enable = "1"
  missionData0 = "wakeisland\tWake Island\tWake Island"
  missionData1 = "Valhalla_Winter_Edition\tBoom\tValhalla Winter"
  missionData10 = "Spring_Canyon_Dark\tSpring Canyon Dark\tDogFight Canyon"
  missionData11 = "Spring_Canyon\tSpring_Canyon\tDogFight Canyon"
  missionData12 = "slopes\tThe Slopes\tSlopes"
  missionData13 = "slateSeaRevised\tSlate Sea Revised\tSlate"
  missionData14 = "Slate_Ocean\tSlate Ocean(For Strato\'s Boats)\tSlate"
  missionData15 = "slateDesert\tSlate Desert\tSlate"
  missionData16 = "Slate_Blue_Sea\tSlate Blue Sea\tSlate"
  missionData17 = "slate\tSlate\tSlate\t[ZAPT] Umm\t[ZAPT] Train Depot\t[ZAPT] Survival 1\t[ZAPT] Mountains\t[ZAPT] Dam\t[TW2] Trench Wars 4.1\t[TW2] Trench Wars 4.0\t[TW1] Trench Wars 3.1\t[TW1] Trench Wars 3.0\t[TW1] Trench Wars 2\t[TW1] Trench Wars 2.1\t[TDM] Warehouse\t[TDM] Lava Pit\t[TDM] Halo Sidewinder\t[TDM] Halo Icefields\t[TDM] Deadzone\t[TDM] Deadzone 4\t[TDM] Deadzone 4.1\t[TDM] Deadzone 3\t[TDM] Deadzone 2\t[TDM] Deadzone 1\t[TDM] Afghanistan DM- Dedicated TDM\t[Other] Themed Building Server\t[Other] The Bedroom\t[Other] TDM SPAWNS\t[Other] Badspot\'s Treasure Hunt\t[Other] Airport\t[L4B] Zombie Assault v2.0\t[L4B] Zombie Assault v2.0 (TEST)\t[L4B] Zombie Assault v1.0\t[L4B] No Mercy Subway v1.3\t[L4B] No Mercy Subway v1.2\t[L4B] No Mercy Subway v1.1\t[L4B] No Mercy Subway v1.0\t[L4B] L4D2 The Streets\t[L4B] L4D2 The Hotel\t[L4B] L4D2 The Hotel and Streets\t[L4B] L4D2 The Concert\t[DM] Deathmatch Dark\t[DM] Checkers DM\t[DM] Checkers DM v2.0\t[DM] Checkers DM - Dark Ambient\t[DM] Checkers DM - Dark Ambient v3\t[DM] Checkers DM - Dark Ambient v2\t[CTF] Capture the Flag Water\t[CTF] C.T.F. Battle Grounds\t[C\'er] Afganistan Creeper Arena\t[Box] Creeper, Checker DM\t[BoW] Cbrown towns\tTwo Ships\tSirrus Military Compound\tPyramid\tPYRAMID CREEPER\tMr.Block\'s Slides\tMaze\tIce Palace\tGolden Gate Bridge\tGazebo Garden\tFestung der Schwarzung\terhroiguhrieughlerg\tDemo Blockland Sign\tCrysta Castle\tC.T.F. Battle Grounds\tBuilding 6\tApartment\tAfghanistan DM 2\tAfghanistan DM"
  missionData18 = "Sage_Valley\tSage Valley\tSage Valley"
  missionData19 = "Roco_Island_Modified\tRoco Island - Modified\tRoco Island - Modified"
  missionData2 = "Valhalla_Night\tBoom\tValhalla"
  missionData20 = "Mountains of Excalibur\tMountains of Excalibur\tMountains of Excalibur"
  missionData21 = "valley\tLost Valley\tValley"
  missionData22 = "kitchenDark\tKitchen - Dark\tKitchen"
  missionData23 = "kitchen\tKitchen\tKitchen\t[Other] Castle\t[Other] Bunker\t[Other] Anthony\'s Airfield\tTown\tPirate World\tHorse Race\tHaunted House\tDemo Fort"
  missionData24 = "Island_Winter\tBoom\tIsland"
  missionData25 = "Island\tBoom\tIsland"
  missionData26 = "flatlands\tFlatlands\tFlatlands"
  missionData27 = "destruct\tDestruct\tSlate"
  missionData28 = "creek\tCreek\tCreek"
  missionData29 = "construct\tConstruct\tSlate"
  missionData3 = "Valhalla_dogfight_edition\tBoom\tValhalla DFE"
  missionData30 = "bedroomDark\tBedroom - Dark\tBedroom"
  missionData31 = "bedroom\tBedroom\tBedroom\t[Other] Extension Testing\t[L4B] Beta City 16 Commando Assault\t[L4B] ACM City Zombies [D]\tMansion\tKaje\'s Castle\tJetpuff\'s Towers\tFort Papa\tFacechild\'s House\tDM church\tDemo Pong\tDemo Midi Sequencer\tDemo House\tCottage\tBLOKO Blupo\tBeta City 16\tArch of Constantine\tACM City\tA.T.C. Fort"
  missionData32 = "Above\tAbove\tAbove\t[DM] Checkers v2.0"
  missionData4 = "Valhalla_Canvas\tValhalla Canvas\tValhalla Canvas"
  missionData5 = "Valhalla\tBoom\tValhalla"
  missionData6 = "tutorial\tTutorial\tTutorial"
  missionData7 = "tutorial\tTutorial\tTutorial"
  missionData8 = "spyglassfinal\tSpyglass\tSpyGlass\t[TDM] Giants"
  missionData9 = "SpringCanyonDark\tSpring Canyon Dark\tDogFight Canyon"
  notification = "The server is changing to a new map. The game will resume after the map is changed. Please wait..."
  numMaps = "0"
  numMissions = "33"

There is nothing after this, the console ends.

My guess is that it's because the bolded variable (missionData17) is EXTREMELY long. Is there a sort of limit on variable length?

123
I noticed there was a lack of syntax highlighting for Torquescript, so I made my own. Please tell me anything you don't like about it or think should be changed.

Download Here
  • download file
  • open Notepad++
  • in the View menu, click "User Defined Dialogue..."
  • Click Import and select the file you downloaded
  • restart Notepad++
  • in the Language menu, you should now see a language called Torquescript at the bottom. Select it, and you're ready to go.


Here's an example file if you'd like it: Download example file

EDIT: link should be fixed

124
Modification Help / Chat Compatibility
« on: April 05, 2011, 04:55:45 PM »
I need to know what I'm doing wrong here, if anything, that will break chat in other mods:
Code: [Select]
if(stuff)
%name = "<color:" @ %color @ ">" @ %client.getPlayerName();
else
%name = %client.getPlayerName();
%pre  = %client.clanPrefix;
%suf  = %client.clanSuffix;
%all  = '\c7%1\c3%2\c7%3\c6: %4' @ "\c7" @ %pre @ "\c3" @ %name @ "\c7" @ %suf @ "\c6: " @ %msg;

commandToAll('chatMessage',%client,'','',%all,%pre,%name,%suf,%msg);

Basically I'm just changing the person's name color in chat. It works fine, but one of my testers tells me that it breaks Kalphiter's eval mod. Is the problem that my mod isn't using chat correctly? Or is the problem Kalphiter's mod?

125
Modification Help / How to tell if function exists?
« on: March 29, 2011, 12:20:06 PM »
How would I tell if a function exists? also found this one. It's isFunction(function);

EDIT: I also need to know how to call a function like this one: "Text_" @ %var @ "_stuff" Found it- it's call(function,args);

dumpConsoleFunctions is so useful! locking

126
Modification Help / Color Picker
« on: March 24, 2011, 11:05:04 PM »
I need to make a color picker like the one in the event dialog. Anyone know how this is done or where to look for more info?

127
Modification Help / VehicleGroup
« on: March 04, 2011, 06:03:22 PM »
You know how there's DatablockGroup and ClientGroup? Is there a vehicle equivalent? What I'm trying to do is respawn all vehicles in the server without using serverCmdResetVehicles. I could make my own, but it'd be nice if there was a default group for them already.

128
Modification Help / Transfer a scriptObject?
« on: February 09, 2011, 11:25:00 AM »
Ok, I want to send a scriptObject from the server to the client. Will all of the variables attached to it transfer with it? Or do I have to send each variable separately?

Do I have to do this:
clientCmdGetStuff(%var1,%var2,%var3...)

Or can I do this and have all the variables transferred with it:
clientCmdGetStuff(%scriptobject)

129
Modification Help / Get client from GUI?
« on: February 01, 2011, 07:46:48 PM »
There must be a way to do this, but I can't figure it out. How do you get the client that clicked a button in your GUI?

I did find one thing: GUI.getClient(); but when you run that on a LAN server you get an error message saying that it only works on internet servers. Is there any other way to get the client that works no matter server type?

130
Gallery / Zombie Assault Server
« on: November 28, 2010, 10:01:34 AM »
Greek2me's Zombie Assault v2.0

This is the new version of my popular server from a year or so ago. Many of the fortification upgrades are still the same, but there is a totally new event side of it, and a new look in several of the buildings.

The Director
The server features a fully automatic, evented zombie director. The director is capable of deciding what type of and how many zombies to spawn based on how many players there are. The director will spawn a minimum of 32 zombies and a maximum of 94. To make sure that you don't get the same horde every time, the director will randomly choose up to 8 different types of zombies to spawn and will combine various types.

Rounds
Rounds go until either all zombies are killed or until all players in the Arena are dead. Once the round is over, the director will open the teleport to the Arena, allowing players to go in and out until the end of the break. The break lasts one minute. During the break, players may visit the store to buy new items, or just stay in the Arena until the next round. If players aren't in the Arena at the end of one minute when the Arena teleport closes, they will have to watch the action from the Spectator's Box until the teleport opens again at the end of the round.

Pictures

A look at the base without any upgrades. You can see the Arena Teleport in the distance.


Main building exterior.


Main building interior.



The fully upgraded base.


The Spectator's Box, with the Admin Box visible below.



The store, showing about half of it.



(Direct link to open Blockland)
Don't expect it to be up often- I don't have that much time to host.



Please rate X/10 only if you have been to my server and tried it out.
Huh, I just realized that this is my first gallery topic.

131
Help / VCE Event Errors?
« on: November 14, 2010, 09:59:13 AM »
I'm making a very complicated zombie server. However, Minigame chat messages often don't show up, variables don't save, and variables cannot be read (By most bricks. Some can read variables). When variables malfunction, they return a console error (chat message errors don't):
Saving Variables:
Code: [Select]
Add-Ons/Event_Variables/server.cs (523): Unable to find object: '-1' attempting to call function 'getClassName'
BackTrace: ->fxDTSBrick::VCE_modVariable->VariableGroup::setVariable
Reading Variables:
Code: [Select]
Add-Ons/Event_Variables/server.cs (531): Unable to find object: '-1' attempting to call function 'getClassName'
BackTrace: ->fxDTSBrick::VCE_modVariable->VariableGroup::getVariable
To me it looks like they can't find the target. That means they can't find the minigame.

I don't have any conflicting mods that I know of (except maybe zombie dog?). My console log is attached.

132
Modification Help / handleclearbricks() Usage
« on: October 31, 2010, 11:42:29 AM »
Does anyone know the usage for handleClearBricks()? When I did a console trace during servercmdclearallbricks, I got this:
Code: [Select]
handleClearBricks(20 MsgClearBricks, Greek2me cleared all bricks.)What are the variables  for those arguements? I need them so I can parent it.

133
Modification Help / Find Any Client
« on: October 30, 2010, 01:17:48 PM »
Does anyone know of a function to get a client from the server? It can be any client, but it can't use FindClientByName or *ByBL_ID.

I did find this function, findLocalClient(), but I don't know anything about it's usage. Thanks

134
Help / /cancelsavefileupload does not work!?
« on: October 25, 2010, 08:16:05 PM »
When I begin uploading a save to my server and then type /cancelsavefileupload to cancel the upload, it continues uploading. After typing the command, I can still see the progress bar on the client and if I do a trace(1); on the server, I can see that yes, it is still uploading, even though I told it to stop.

135
Modification Help / Loading Events With Serverdirectsavefileload()
« on: October 19, 2010, 06:12:23 PM »
I'm back with yet another problem. I have made serverdirectsavefileload() load bricks on server creation, which apparently there were problems with before, by creating a brickgroup and assigning the $LoadingBricks_Brickgroup to it. Bricks are loaded, but events are not. I need events to load.

Here is the brickgroup I created:
Code: [Select]
       %bl_id = getNumKeyID();
        new simGroup("BrickGroup_NAMEHERE")
        {
            bl_id = %bl_id;
            name = "*******";
            client = 0;
        };

Here is a dump of serverdirectsavefileload() after bricks are loaded when my mod is disabled (just for reference):
Code: [Select]
Member Fields:
Tagged Fields:
  bl_id = "11902"
  client = "4582"
  name = "Greek2me"
  numPhysVehicles = "2"
  potentialTrust15042 = "2"
  potentialTrust17536 = "2"
  potentialTrust6930 = "2"
  potentialTrust7261 = "1"
  potentialTrust8002 = "2"
  potentialTrust9740 = "2"
  potentialTrustCount = "6"
  potentialTrustEntry0 = "6930"
  potentialTrustEntry1 = "8002"
  potentialTrustEntry2 = "7261"
  potentialTrustEntry3 = "9740"
  potentialTrustEntry4 = "15042"
  potentialTrustEntry5 = "17536"
  QuotaObject = "5220"
  spawnBrick0 = "5354"
  spawnBrick1 = "5432"
  spawnBrick10 = "6731"
  spawnBrick11 = "6775"
  spawnBrick12 = "6872"
  spawnBrick2 = "5772"
  spawnBrick3 = "5945"
  spawnBrick4 = "6035"
  spawnBrick5 = "6156"
  spawnBrick6 = "6329"
  spawnBrick7 = "6660"
  spawnBrick8 = "6677"
  spawnBrick9 = "6710"
  spawnBrickCount = "13"
  vargroup = "4787"
Methods:
  add() - set.add(obj1,...)
  addNTName() -
  addPotentialTrust() -
  addScheduledEvent() -
  addSpawnBrick() -
  bringToFront() - set.bringToFront(object)
  cancelEvents() -
  chainBlink() -
  chainDeleteAll() -
  clear() - set.clear()
  ClearAllNTNames() -
  clearEvents() -
  clearNTObjectName() -
  clientDeleteAll() - set.clientDeleteAll()
  delete() - obj.delete()
  deleteAll() - set.clientDeleteAll()
  dump() - obj.dump()
  dumpEvents() -
  DumpNTNames() -
  dumpSpawnPoints() -
  getBottom() -
  getBrickSpawnPoint() -
  getCanvasPosition() -
  getClassName() - obj.getClassName()
  getClient() -
  getCount() - set.getCount()
  getGroup() - obj.getGroup()
  getId() - obj.getId()
  getName() - obj.getName()
  getObject() - set.getObject(objIndex)
  getType() - obj.getType()
  hasUser() -
  isMember() - set.isMember(object)
  listObjects() - set.listObjects();
  ProcessInputEvent() -
  pushToBack() - set.pushToBack(object)
  remove() - set.remove(obj1,...)
  removeNTName() -
  removeSpawnBrick() -
  save() - obj.save(fileName, <selectedOnly>)
  schedule() - object.schedule(time, command, <arg1...argN>);
  serializeEvent() -
  serializeEventToString() -
  SetEventEnabled() -
  setName() - obj.setName(newName)
  setNTObjectName() -
  shift() -
  swap() -
  ToggleEventEnabled() -

My guess is that I am missing something in the brickgroup that allows events to load.

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