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Messages - jes00

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2656
Modification Help / Re: Blockhead Bash! (Mario Party) - OP Updated
« on: November 27, 2014, 11:38:23 AM »
fffff
i just fixed it on my own too with General's help
that's fine I guess, I didn't realize you finished it because you edited your post instead of making an new one
http://prntscr.com/5am92k
if you want my version just redownload from dropbox
if you want proof then i guess here and here, and also some values are slightly different

EDIT: I guess Furdle's version only shows the center pixel of a print, while mine shows the entire print.
Sweet! Thanks so much! Mind giving me a print template?

If anyone is interested in making the dice(if not I'll just use a printable 2x2x5 cube) it can either be printable or there could just be 9 dice bricks.

2657
General Discussion / Re: is there an alternative for rtb?
« on: November 26, 2014, 11:16:49 PM »
That just links to the now-dead RTB website.
What are talking about? I didn't post a link.

2658
Modification Help / Re: Blockhead Bash! (Mario Party) - OP Updated
« on: November 26, 2014, 10:55:59 PM »
Does you need model dices or not?
It'd be nice.

2659
General Discussion / Re: is there an alternative for rtb?
« on: November 26, 2014, 10:55:30 PM »
Add-Ons section in the Blockland forums and the RTB archives. That's it.

2660
Modification Help / Re: For Statement Torture
« on: November 26, 2014, 03:00:28 PM »
i doubt it's breaking anything, but in the case where a brick is removed from the tile list, the count value isn't updated to reflect that. it shouldn't cause problems like this because these things should only happen if a brick exists but it would give a few extra iterations that don't need to be there

also i think when you compare the secondary names you mean to use $=?
Oh yes. Thanks for spotting those mistakes.

After a little more tweaking, it works perfectly now. Silly what such small mistakes can do.

2661
Modification Help / Re: OnMinigameStart
« on: November 26, 2014, 02:51:16 PM »
You mean miniGameSO::reset?

2662
Modification Help / Re: Blockhead Bash! (Mario Party) - OP Updated
« on: November 26, 2014, 02:03:46 PM »
Regarding the coin and number models, would you need the model to have the numbers hidden or would it be okay if all the numbers were visible during exportation?
I understand you need them to have named nodes connected to each number to differentiate between them, but the exact nature of how you might want them given to you is a bit unclear.
I want all of the numbers to be visible upon exportation. The coin does not need a node name. I'm going to pick and choose the numbers I want visible via script.

2663
Modification Help / For Statement Torture [Solved]
« on: November 26, 2014, 01:32:25 PM »
I couldn't figure out how to fix this. So I guess I have no choice but to come here.
This function is called after the save has finished loading. I had to call this alternate function 1 millisecond after the real function, because the events aren't on the bricks yet.
This function is supposed to take two variables from bricks and, when appropriate, create a static shape going from one to the other.
$BlockHeadBash::TileBricks is a list of the possible bricks.
The bricks have to variables:
%brick.secondaryName - The secondary name of the brick.
%brick.BlockheadBash_linked - A list of secondary names for that brick to "link" to by creating the static shapes that goes from %brick to the brick with that secondary name.

The problem I'm having is, too many static shapes are being created. Some are extra and overlap. Some are extra, overlap, and are too long. And there are some extra that are going from one to another, when they shouldn't exist.

Code: [Select]
function ServerLoadSaveFile_AfterEnd()
{
        %count = getWordCount($BlockheadBash::TileBricks);

        for(%i = 0; %i < %count; %i++)
        {
                echo("\c2%i:" SPC %i);

                %brick = getWord($BlockHeadBash::TileBricks, %i);

                if(!isObject(%brick))
                {
                        $BlockHeadBash::TileBricks = removeItemFromList($BlockHeadBash::TileBricks, %brick);

                        continue;
                }

                %count2 = getWordCount(%brick.BlockheadBash_linked);

                for(%a = 0; %a < %count2; %a++)
                {
                        echo("\c2%a:" SPC %a);

                        %secondaryName = getWord(%brick.BlockheadBash_linked, %a);

                        for(%b = 0; %b < %count; %b++)
                        {
                                %brick2 = getWord($BlockheadBash::TileBricks, %b);

                                echo("\c2%b:" SPC %b);

                                if(%brick2 == %brick)
                                {
                                        continue;
                                }

                                if(%brick2.secondaryName == %secondaryName)
                                {
                                        BlockheadBash_createLine(%brick.getPosition(), %brick2.getPosition(), $BlockheadBash::lineThickness, $BlockheadBash::lineZOffset, $BlockheadBash::lineColor);
                                }
                        }
                }
        }
}

Below is a diagram to help you understand what I mean.


There are seven extra static shapes that shouldn't exist and most are overlapping existing ones(including the ones in the middle). There's also one going from A to C which shouldn't exist(it should stop at B and then a new one should go from B to C).

2664
Suggestions & Requests / Re: New and Improved VCE
« on: November 26, 2014, 07:57:23 AM »
1. No actual manual anymore, and the alternative fixes don't really do any justice.
Which is fixed in my version.

http://jes00.webs.com/vce-manual

2665
Help / Re: Bot Event v11 spam in the console
« on: November 25, 2014, 04:02:32 PM »
Code: [Select]
Add-Ons/Event_Bots/AI.cs (216): AIPlayer::setMoveDestination - wrong number of arguments.
Add-Ons/Event_Bots/AI.cs (216): usage: (Point3F goal)Tells the AI to move to the location provided.
BackTrace: ->Player::BotEvents_AIsched
repent
I got it from this add-on, they need to fix.
http://forum.blockland.us/index.php?topic=215564.0
Change line 216 from
Code: [Select]
			%this.setMoveDestination(%dest, false);
To
Code: [Select]
			%this.setMoveDestination(%dest);

aslo this
Code: [Select]
Add-Ons/Event_2DCamera/players.cs (48): Unable to find object: '' attempting to call function 'schedule'
BackTrace: ->ServerLoadSaveFile_Tick->fxDTSBrick::setVehicle->[BotEvents]fxDTSBrick::spawnVehicle->fxDTSBrick::spawnVehicle->[Event_2DCamera]armor::onNewDataBlock
Change line 48 from
Code: [Select]
		%obj.client.schedule(0, set2DCamera, %direction, %obj.dataBlock.cameraPitch2D, %obj.dataBlock.cameraDistance2D);
To
Code: [Select]
		if(isObject(%obj.client))
{
%obj.client.schedule(0, set2DCamera, %direction, %obj.dataBlock.cameraPitch2D, %obj.dataBlock.cameraDistance2D);
}

2666
Suggestions & Requests / Re: New and Improved VCE
« on: November 25, 2014, 03:53:54 PM »
errors

Client checking Add-On: Event_Variables
Loading Add-On: Event_Variables (CRC:-532789709)
Executing Add-Ons/Event_Variables/client.cs.
Executing Add-Ons/Event_Variables/VCEClient.gui.
ERROR: function declaration failed: VCEClientHTTP::fetchManual
Activating package: VCE_Client

Activating package: VCE_Main
ERROR: ActivatePackage() - Package not found 'VCE_Main'
Add-Ons/Event_Variables/server.cs (63): Unable to find function registerSpecialVar
-snip-
Add-Ons/Event_Variables/server.cs (0): Unable to find function VCE_updateSaveFile
Activating package: VCE_Main
ERROR: ActivatePackage() - Package not found 'VCE_Main'
registerOutputEvent() - Output event "VCE_modVariable" already registered on class fxDTSBrick - overwriting.
registerOutputEvent() - Output event "VCE_ifValue" already registered on class fxDTSBrick - overwriting.
registerOutputEvent() - Output event "VCE_retroCheck" already registered on class fxDTSBrick - overwriting.
registerOutputEvent() - Output event "VCE_ifVariable" already registered on class fxDTSBrick - overwriting.
registerOutputEvent() - Output event "VCE_stateFunction" already registered on class fxDTSBrick - overwriting.
registerOutputEvent() - Output event "VCE_callFunction" already registered on class fxDTSBrick - overwriting.
registerOutputEvent() - Output event "VCE_relayCallFunction" already registered on class fxDTSBrick - overwriting.
registerOutputEvent() - Output event "VCE_saveVariable" already registered on class fxDTSBrick - overwriting.
registerOutputEvent() - Output event "VCE_loadVariable" already registered on class fxDTSBrick - overwriting.
registerOutputEvent() - Output event "VCE_ifVariable" already registered on class Player - overwriting.
registerOutputEvent() - Output event "VCE_modVariable" already registered on class Player - overwriting.
registerOutputEvent() - Output event "VCE_ifVariable" already registered on class GameConnection - overwriting.
registerOutputEvent() - Output event "VCE_modVariable" already registered on class GameConnection - overwriting.
registerOutputEvent() - Output event "VCE_ifVariable" already registered on class miniGame - overwriting.
registerOutputEvent() - Output event "VCE_modVariable" already registered on class miniGame - overwriting.
registerOutputEvent() - Output event "VCE_ifVariable" already registered on class Vehicle - overwriting.
registerOutputEvent() - Output event "VCE_modVariable" already registered on class Vehicle - overwriting.
Add-Ons/Event_Variables/server.cs (0): Unable to find function VCE_updateSaveFile
VCEClient: Server is running VCE 6.12.
http://www.mediafire.com/download/ogl45f4orvlc40s/Event_Variables.zip

2667
Modification Help / Re: Blockhead Bash! (Mario Party) - OP Updated
« on: November 25, 2014, 01:32:22 PM »
what?
I think it's because I said die. Which is the singular for dice.

2668
General Discussion / Re: Boss Battles - Anniversary! (Bedroom map)
« on: November 25, 2014, 01:30:25 PM »
The add-on does not have to be enabled then? Cause it won't work for me right now and I have the mod.
The add-on has to be enabled on the server. But you don't have to have it at all. Only the server that wants the hit markers has to have the mod. You only need it for it to work on your server.

2669
Add-Ons / Re: Slayer
« on: November 25, 2014, 10:05:28 AM »
Slayer_GAMEMODE_onModeStart Isn't called when the minigame is created from a config_slayer.cs file from a gamemode. Could you fix this in the next update?

2670
Modification Help / Re: Blockhead Bash! (Mario Party) - OP Updated
« on: November 25, 2014, 09:49:32 AM »
Thoughts on how items should work? Store each item in your inventory and have it take up 1-2 datablocks per item(terrible idea)? Make the mod have a client sided portion with it's own item inventory? Some other idea I haven't thought of?

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