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Messages - jes00

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2926
Modification Help / Re: Looking At Player/Object
« on: September 24, 2014, 05:36:56 PM »
For that matter, you can just use $TypeMasks::All. But yeah, good point.
But then the raycast wouldn't go through corpses or explosions or items or projectiles or water or a whole bunch of other stuff.

2927
Modification Help / Re: Playertype material for player's choice?
« on: September 24, 2014, 01:00:46 PM »
Yes, I know. What I'm saying is that it's possible for a single object (or node) to have more than one material, or color. I was wondering if there is any way to change them separately, because I don't want the trim lines on my mech to have to be a completely separate node just to recolor them.
No. You can only recolor nodes and one node can only be one color.

2928
Modification Help / Re: Playertype material for player's choice?
« on: September 24, 2014, 12:54:24 PM »
Does this mean that there is no way to re-color individual materials? Like how one material (in my case, named 'Main') is the player's shirt color, or is the paintable material spawned as a vehicle. However, I have single parts with multiple materials, is changing them individually impossible?
I don't know exactly what you're talking about because I don't model.

You can color any node on the player model any color you like, as long as the node has a name.

2929
Modification Help / Re: Application Administrator [Beta Test coming soon!]
« on: September 24, 2014, 12:33:15 PM »
Have you finished the options GUI GSF? I've kinda been waiting...

2930
Yea, it existed. If you typed in explodeclock(); or something like that in bedroom, there would be a buch of explosions at the clock
explodeClock(); was the function called after the clock reached 99:99.

2931
Modification Help / Re: Looking At Player/Object
« on: September 24, 2014, 07:50:19 AM »
Also, if you don't want the raycast to go through bricks and stuff you can do %rayResult = containerRaycast(%startPoint, %endPoint, $TypeMasks::PlayerObjectType | $TypeMasks::FxBrickObjectType | $TypeMasks::VehicleObjectType, %player);

There's a list of typemasks here:
http://forum.blockland.us/index.php?topic=212880.0

Of course if you do this, you'll need to make sure that the raycast hit a player. After checking if it hit something, you can either do A:
if(%target.getClassName() $= "Player")
Or B:
if(%target.getType() & $TypeMasks::PlayerObjectType)

2932
Modification Help / Re: Request/Help- GUI
« on: September 24, 2014, 07:44:58 AM »
That function also has no reason to be in a package, unless you're planning on deactivating it.

2933
Suggestions & Requests / Re: Toontown Bots
« on: September 23, 2014, 12:49:04 PM »
Has Anybody made the Playertype of this Yet? or are you guys just ignoring it?
Playertypes are very rarely made because the modelers hate doing the animations.

2934
Modification Help / Re: PM Mod
« on: September 22, 2014, 03:27:49 PM »
When using lots of arguments that you want to just change into one variable, you can use a for loop.
Instead of doing
function serverCmdPM(%client, %a0, %a1, %a2, %a3, %a4, %a5, %a...n)
{
    %msg = %a0 SPC %a1 SPC %a2... blah blah;
}

you could loop it and get all of the arguments, like so:
function serverCmdPM(%client, %a0, %a1, %a2, blah...)
{
    for(%i = 0; %i < number; %i++)
        %msg = %msg SPC %a[%i];
//blah
}

(Pseudocode there, dont actually use exactly that)
You can also do %msg = trim(%msg); after that, if you want to remove all the extra spaces that the client didn't use.

2935
Suggestions & Requests / Re: Weapon_AdventurePack
« on: September 22, 2014, 11:16:38 AM »
Quote
You can get the SMM mod from GitHub. However, getting access to Weapon_Clushido and Weapon_AdventurePack involves rebuilding the mod from scratch by scripting it yourself and using blobs ripped from cache.db.
Quote
Port said to EDIT the files and removed the required addons,
Quote from: Port
It wasn't supposed to be released on the forum or RTB but it wasn't supposed to be "private" either.
I kept the development accessibly by anyone on GitHub but removed it because nobody can host it right.

2936
Suggestions & Requests / Re: Use Tools/Plant Bricks in Admin Orb
« on: September 22, 2014, 10:45:20 AM »
the only problem with editing the default tools is that I can't find the files to edit
That's because they're default to the game, you can't even disable them in the add-ons list. You have to get the datablocks and save them.

2937
Modification Help / Re: Request/Help- GUI
« on: September 22, 2014, 08:41:49 AM »
i can get it to open if i type canvas.pushDialog(AdvWepsGui); into the console, but not through any script, why is that?
What do you mean? How do you want to open it?

2938
Modification Help / Re: Request/Help- GUI
« on: September 22, 2014, 07:19:21 AM »
ok i am so lost here lol.

could you tell me why this GUI won't open? https://hostr.co/GntUe8EBEshh

i have ideas of what the problem might be but i have no idea what im doing and would enjoy if you took a look at it...
It won't open because the file you're trying to execute does not exist. You're trying to execute AdvWepsGui.gui, but you named the file AdvWeps.gui.

Also, clientCmdOpenGUI is too generic of a function name. You should name it something like clientCmdAdvWeps_openGUI.
also there is server.cs for this with the affore mentioned code in it, but its in a different zip, because i don't know if you can put server code in a client_ addon

i have never made a client sided addon before, so we can say that is a good percentage of my lack of knowledge.
You can have a server.cs and a client.cs in the same add-on. But it's suggested to name it Script_MyAddOn if you have both of the files, just to avoid confusion. The file name technically does not matter at all, as long as you follow the format Category_Name. You could name it MyAwesome_PoodlyAddOn and it wouldn't matter, it'd just be frowned upon.

2939
Sounds like the opposite of Rampage. Kill the thing destroying the build instead of destroying it yourself.

2940
Modification Help / Re: Playertype material for player's choice?
« on: September 20, 2014, 11:52:16 AM »
The only thing you need to do to the model for this, is give the model nodes that you want to be colorable. The rest is done via scripting.

You'll need to package the function when the player's avatar updates(there's two, one for color, one for which nodes are hidden, but I forget them right now) and set the player's nodes accordingly. Use the variables on the client like %client.RHandColor and %client.hat to change nodes and colors according to what the player has. You can dump the client to see all of the variables.

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