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Messages - takato14

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3481
General Discussion / Re: V18 Known Issues
« on: October 29, 2010, 04:41:44 PM »
right everyone get this. Blockland v18 is an epic fail this is FATAL everyone is coming up to the help and GD topics with a new error every hour (or something like that) i thinbk badspot (A.K.A eric hartman) needs to come up with soloutions to these 'problems' soon this is a pain in the backside i mean, get this thing off our chests make blockland reliable sustainable and safe god-damnit
Wow, I havent ever seen so much unintelligence in one post. Except for maybe one of my own. :cookieMonster:

3482
General Discussion / Re: Blockland Survey
« on: October 29, 2010, 04:27:45 PM »
NOBODY
WILL
READ
YOUR
ENTRIES
WHY
DO
PEOPLE
POST
IN
THINGS
LIKE
THIS

just realized that nobody would read this either
I read them every now and then. :P

3483
Modification Help / Re: Question for emitters
« on: October 29, 2010, 04:23:47 PM »

3484
Modification Help / Question for emitters
« on: October 29, 2010, 11:41:38 AM »
Just curious, is this possible?
Quote from: code:
datablock ParticleEmitterData(XTrailEmitter)
{
  

   ejectionPeriodMS = 3;
   periodVarianceMS = 0;

   ejectionVelocity = 0; //0.25;
   velocityVariance = 0; //0.10;

   ejectionOffset = 0;

   thetaMin         = 0.0;
   thetaMax         = 90.0;  

   particles[0] = XTrailParticle;
   particles[1] = XSparkleParticle;


   useEmitterColors = true;
   uiName = "";
};

3485
Modification Help / Re: Hydromods Main Modification Topic
« on: October 29, 2010, 11:22:23 AM »

Fix the triangulation, it looks very ugly.

3486
Modification Help / Re: Dragon Pack
« on: October 29, 2010, 11:19:59 AM »
Yeah, people will do whatever they want with the add-on when it's released :/

I am aware. Its unavoidable.

...

No.

Unsure of what you are meaning to say.

3487
Modification Help / Re: Heavy Rocket Launcher Script
« on: October 29, 2010, 11:17:58 AM »
And now mac is not my friend.
Ahh, I can open .cs in Textedit (Notepad)
Uhm, duh?


xP

3488
Modification Help / Re: RTB Development
« on: October 29, 2010, 11:15:09 AM »
Quote from: Ephialtes
You're now on the new RTB website - no more WordPress for us. The main information pages of the site are mostly done, it's just the actual account functionality that still needs some work. Sure you can register, login, switch your options around and send private messages but that's not too exciting just yet.

In a couple of months all that will be done and your accounts from the RTB Forums will be moved over to this site so you don't even have to re-register! Eventually the whole add-on uploading system will be ported over to this website so we can also ditch phpBB forever too.
1: Is that an exhaggeration, by any chance?
2: That's a relief.
3: D:>! If phpBB is ditched, will HTML just be used for formatting stuff?

3489
Modification Help / Re: Dragon Pack
« on: October 29, 2010, 11:09:49 AM »

3490
Modification Help / Re: Stratofortress's Nuke
« on: October 29, 2010, 11:00:21 AM »
It's on strato's youtube channel, the huge motherloving nuke. Too bad I forgot his YT name.
Eh, would what you said be an actual title, or just an overexhaggeration? :P

3491
Mapping Help / Re: [Tutorial] Making Maps [REMADE]
« on: October 29, 2010, 10:59:16 AM »
What happens if you delete yourself...

3492
Modification Help / Re: Heavy Rocket Launcher Script
« on: October 29, 2010, 10:58:07 AM »
How did you get that.
WinRAR is your friend :P

3493
Modification Help / Re: Heavy Rocket Launcher Script
« on: October 29, 2010, 10:57:27 AM »
I opened the Heavy Rocket Launcher and noticed there was no scripting. Why? And, how does the gun work without scripting?
What do you mean when you say "No scripting"? As in no functions or no server.cs altogether? Because both addons have those things...

Perhaps the gun references a "Weapon_Gun.cs" file rather than keeping all the code in the server.cs? I know the Heavy Rocket does.

3494
Modification Help / Re: Muzzle Velocity?
« on: October 29, 2010, 10:54:30 AM »
The max is 200
DAMNIT TAKATO
You post to much. :s
I know :cookieMonster:

3495
Modification Help / "Scaled value" error
« on: October 29, 2010, 10:51:47 AM »
Im having something quite irritating. On my new weapon, I keep getting complaints in my console about the projectile's lifetime. Here's what Im getting from the console:

Code: [Select]
ProjectileData - HiBlastProjectile(1856) - invalid value for lifetime: Scaled value must be between 0 and 1023
ProjectileData - HiBlastProjectile(1856) - invalid value for fadeDelay: Scaled value must be between 0 and 1023
ProjectileData - Xprojectile(1857) - invalid value for lifetime: Scaled value must be between 0 and 1023
ProjectileData - Xprojectile(1857) - invalid value for fadeDelay: Scaled value must be between 0 and 1023

Here's my script:

Code: [Select]
datablock projectileData(HiBlastProjectile)
{
 projectileShapeName = "base/data/shapes/empty.dts";
   directDamage        = 100;
   directDamageType = $DamageType::HiBlast;
   radiusDamageType = $DamageType::HiBlast;
   impactImpulse   = 10;
   verticalImpulse   = 10;
   explosion           = HiBlastExplosion;
   particleEmitter     = Xtrailemitter;

   brickExplosionRadius = 0;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 0;            
   brickExplosionMaxVolume = 0;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 0;  //max volume of bricks that we can destroy if they aren't connected to the ground (should always be >= brickExplosionMaxVolume)

   muzzleVelocity      = 200;
   velInheritFactor    = 1.0;

   armingDelay         = 00;
   lifetime            = 35000;
   fadeDelay           = 34999;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = false;
   gravityMod = 0;

   hasLight    = true;
   lightRadius = 5.0;
   lightColor  = "1 0.5 0.0";

   //uiName = "";

};

datablock projectileData(Xprojectile)
{
 projectileShapeName = "base/data/shapes/empty.dts";
   directDamage        = 50;
   directDamageType = $DamageType::HiBlast;
   radiusDamageType = $DamageType::HiBlast;
   impactImpulse   = 10;
   verticalImpulse   = 10;
   explosion           = XExplosion;
   particleEmitter     = Xtrailemitter;

   brickExplosionRadius = 0;
   brickExplosionImpact = false;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 0;            
   brickExplosionMaxVolume = 0;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 0;  //max volume of bricks that we can destroy if they aren't connected to the ground (should always be >= brickExplosionMaxVolume)

   muzzleVelocity      = 200;
   velInheritFactor    = 1.0;

   armingDelay         = 10000;
   lifetime            = 35000;
   fadeDelay           = 34999;
   bounceElasticity    = 0.999;
   bounceFriction      = 0.0;
   isBallistic         = true;
   gravityMod = 0;

   hasLight    = true;
   lightRadius = 5.0;
   lightColor  = "1 0.5 0.0";

   uiName = "Hi-Blast Beam";

};


Here's the code for the pong projectile and the console log for it.

Code: [Select]
Loading Add-On: Projectile_Pong (CRC:-1429934608)
Executing Add-Ons/Projectile_Pong/server.cs.
9 datablocks added.

Code: [Select]
datablock ProjectileData(pongProjectile)
{
   projectileShapeName = "./pongProjectile.dts";
   explosion           = pongExplosion;
   bounceExplosion     = pongBounceExplosion;
   particleEmitter     = pongTrailEmitter;
   explodeOnDeath = true;

   brickExplosionRadius = 0;
   brickExplosionImpact = 0;             //destroy a brick if we hit it directly?
   brickExplosionForce  = 0;            
   brickExplosionMaxVolume = 0;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 0;  //max volume of bricks that we can destroy if they aren't connected to the ground (should always be >= brickExplosionMaxVolume)

   sound = "";

   muzzleVelocity      = 65;
   velInheritFactor    = 1.0;

   armingDelay         = 30000;
   lifetime            = 30000;
   fadeDelay           = 29500;
   bounceElasticity    = 0.99;
   bounceFriction      = 0.00;
   isBallistic         = true;
   gravityMod          = 0.0;

   hasLight    = true;
   lightRadius = 1.0;
   lightColor  = "1.0 1.0 1.0";

   uiName = "Pong";
};
Note that both the pong projectile and my projectiles have higher values than the "Scaled Value" limit.

What does "Scaled Value" mean and why am I getting this spam?

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