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Topics - Bauklotz

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31
Modification Help / Gamemode_BlockBastion Discussion
« on: December 20, 2010, 09:12:06 AM »
BlockBastion
Gamemode_BlockBastion is a complete remake of TF2, no exceptions.

Meet the Server
ATFClan.eu is hosting a 24/7 server.
Just look for a server hosted by ATFClan.eu with "tf2", "bb", "blockbastion", or a TF2 map name, or other things related to this.
If you can't find it, connect to IP: 188.40.66.71:28601

Meet the Site
http://blockbastion.tk

Meet the Team
Heavies (modellers);
Tophius
Khoz
Engineers (scripters);
Flaw (TorqueScript, Blockland back-end)
dontcare4free (Java, Web back-end)
Spies (hosters);
ATFClan.eu <3
Medics (misc help);
Clockturn: Providing help with some scripting problems on MSN.
Fob: Creation of betatest maps.
Real Neo: Creation of betatest maps.
Hit man: Creation of betatest maps.

Meet the Issues

Gamemode_BlockBastion features and bug list/stuff thing

() tags means start dev. comments here. seperate by +. dev comments:
   B = buggy
   NI = needs improvement
   NF = not functinoal
   # = start of comment
   suffix ? = maybe

Current Features
   Main Framework
      Minigame (B+NI)
      Round Management (B+NI)
      Map Handling (B+NI)
   Selection
      Teams (NI?)
      Classes (NI?)
   Class Abilities
      Scout Doublejump (NI?)
      Pyro Airbust (NI)
      Engineer Building (B+NI)
      Medic Ubercharge
      Sniper Scopecharge (B+NI+NF)
      Spy Cloak (NI+#it only cloaks part of the player)
   Gamemodes
      CTF
         Model (NI+#colorshift bugged)
         System (B+NI)
      CP
         System (B+NI+NF)
      PL
         System (NI?)
   BastionBots
      Adding (NI)
      Respawning (NI?) <--|
      Clearing (B+NI) ----^
   Misc
      Hammers (B+NI)


Meet the New Guys
If you wish to join this project, post a reply containing a kind of "application".

32
Modification Help / Problem with A* implementation [SOLVED]
« on: December 11, 2010, 11:17:13 PM »
I've tried writing a TorqueScript version of the A* algorithm, which is so far going kind of good. But the following code gets stuck in a infinite loop and keeps checking the same object:
Code: [Select]
-snip-

Solved, it now finds the perfect and shortest path from A -> B on the "walkable objects".

33
Code: [Select]
%cl = new AIConnection()
{
    name = "AI Test";
    bl_id = -1;
};
%pl = new AIPlayer()
{
    position = %pos;
    datablock = PlayerStandardArmor;
};
%cl.player = %pl;
%pl.client = %cl;

I have also created a AIConnection::onDeath - everything works, and even the name of the bot in CI's works when it kills you (not when you kill it, though).

But the problem is, .setMoveDestination, .setMoveDestination, .setMoveObject, .setAimObject, .setAimLocation, .getAimLocation, .getAimObject, .getMoveDestination, .getMoveObject, etc. have no effect whatsoever.

34
Creativity / Loadout GUI Remake
« on: November 21, 2010, 10:04:44 AM »


Just me messing around with GUI Editor to remake the TF2 loadout GUI for Block Bastion.

35
Modification Help / Special untriggered input event simply does not work
« on: November 19, 2010, 06:18:07 AM »
Okay, that is fixed. But another problem: packaging addEvent doesn't seem to work.
Code: [Select]
package BB_specialEvents
{
   function fxDTSBrick::addEvent(%this,%enabled,%delay,%input,%target,%output,%a,%b,%c,%d,%e,%f,%g,%h,%i,%j)
   {
      %input_ui = $InputEvent_NamefxDTSBrick_[%input];
      %output_ui = $OutputEvent_NameScriptObject_[%output];
      if($EVENTDEBUG)
      {
         announce(%this @ "::addEvent - "@%inputui@" -> (?) -> "@%output_ui);
      }
      Parent::addEvent(%this,%enabled,%delay,%input,%target,%output,%a,%b,%c,%d,%e,%f,%g,%h,%i,%j);
      if(%input_ui $= "Special" && $BB::EVT::EXIST[%output_ui] && isFunction($BB::EVT::FUNC[%output_ui]))
      {
         call($BB::EVT::FUNC[%output_ui],%this,trim(%a TAB %b TAB %c TAB %d TAB %e TAB %f TAB %g TAB %h TAB %i TAB %j));
      }
   }
};
activatePackage(BB_specialEvents);
(sorry for bad identation, copied directly from Torsion)

Even though $EVENTDEBUG is set to 1 (true), and I add a event to a brick and press send, nothing is "announced".

36
Games / Team Fortress 2 is buggy
« on: November 17, 2010, 10:57:09 AM »


This seriously happened in a multiplayer server with sv_cheats off.
I got into the enemy spawnroom.

37
Modification Help / HTTP authenthication
« on: November 16, 2010, 08:37:31 AM »
When accessing a website, it can show window asking for username and password authenthication.

How would I send user/pass information with TCPObjects?

38
Modification Help / support_ammo.cs not working
« on: November 14, 2010, 09:21:12 AM »
Code: (Torque) [Select]
package BB_support_ammo
{
function Player::unmountImage(%this,%slot)
{
Parent::unmountImage(%this,%slot);
%obj.client.ammoStr = "";
}
function Player::mountImage(%this,%obj,%slot)
{
   Parent::mountImage(%this,%obj,%slot);
if(!isObject(%cl = %obj.client))
return;
if(strLen(%data = %this.item.ammoData) < 1)
return;
if(strLen(%cl.player.ammoData[%this.item]) < 1)
%cl.player.ammoData[%this.item] = %data;
%dataType = getField(strReplace(%cl.player.ammoData[%this.item],":","\t"),0);
%typeData = getField(strReplace(%cl.player.ammoData[%this.item],":","\t"),1);
switch$ (%dataType)
{
case mag: %str = getField(strReplace(%typeData,"/","\t"),0) @ " ("@getField(strReplace(%typeData,"/","\t"),1)@" magazine)";
case clip: %str = getField(strReplace(%typeData,"/","\t"),0) @ " (" @ getField(strReplace(%typeData,"/","\t"),1) @ " clips)";
case preloaded: %str = %typeData;
default: return;
}
%cl.ammoStr = %str;
}
function ShapeBaseImageData::onFire(%this,%obj,%slot)
{
if( (!isObject(%cl = %obj.client)) || strLen(%cl.player.ammoData[%this.item]) < 1 )
{
Parent::onFire(%this,%obj,%slot);
return;
}
%dataType = getField(strReplace(%cl.player.ammoData[%this.item],":","\t"),0);
%typeData = getField(strReplace(%cl.player.ammoData[%this.item],":","\t"),1);
%itemData = getField(strReplace(%this.item.ammoData,":","\t"),1);
switch$ (%dataType)
{
case mag:
%ammo = getField(strReplace(%typeData,"/","\t"),0);
%mag = getField(strReplace(%typeData,"/","\t"),1);
%fullAmm = getField(strReplace(%itemData,"/","\t"),0);
if(%ammo < 1 && %mag < 1)
return;
else if(%ammo < 1 && %mag >= %fullAmm)
{
%mag=%mag-%fullAmm;
%ammo = %fullAmm;
}
else if(%ammo < 1 && (%mag < %fullAmm && %mag > 0))
{
%ammo = %mag;
%mag = 0;
}
case clip:
%ammo = getField(strReplace(%typeData,"/","\t"),0);
%clip = getField(strReplace(%typeData,"/","\t"),1);
if(%ammo < 1 && %mag < 1)
return;
else if(%ammo < 1 && %mag > 0)
{
%mag--;
%ammo = getField(strReplace(%typeData,"/","\t"),0);
}
case preloaded:
%ammo = %typeData;
if(%ammo < 1)
return;
default: Parent::onFire(%this,%obj,%slot);
return;
}
Parent::onFire(%this,%obj,%slot);
}
};
activatePackage(BB_support_ammo);

I have a seperate script bottomprinting "ammoStr".

I have executed the following:
GunItem.ammoData = "clip:12/6";

I equip a gun, I don't see it in the bottomprint.
I shoot, I don't see it in the bottomprint.
I keep shooting until the amount of ammo in it should be depleted.
I shoot again (when I should literally have no ammo left), and a bullet appears.

39
Modification Help / Problem with sliding window extent
« on: November 11, 2010, 04:40:03 AM »
Code: [Select]
function GuiWindowCtrl::extentSlide(%this,%ext,%tick)
{
cancel(%this.extentSlide);
if(%this.extent $= %ext)
return;
if(strLen(%this.currDir) < 1)
%this.currDir = 0;
%dirExt = getWord(%this.extent,%this.currDir);
%dirFin = getWord(%ext,%this.currDir);
if(%dirFin $= %dirExt && %currDir = 0)
%this.currDir = 1;
else if(%dirFin $= %dirExt && %currDir = 1)
{
%this.currDir = "";
return;
}
else if(%dirExt < %dirFin)
%this.extent = (%this.currDir ? getWord(%this.extent,0) SPC %dirExt+1 : %dirExt+1 SPC getWord(%this.extent,1));
else if(%dirExt > %dirFin)
%this.extent = (%this.currDir ? getWord(%this.extent,0) SPC %dirExt-1 : %dirExt-1 SPC getWord(%this.extent,1));
else
{
%this.currDir = "";
return;
}
%this.extentSlide = %this.schedule(%tick,extentSlide,%ext,%tick);
}

Simply does not work. No syntax errors. When I try the following, nothing happens:
SomeWindowCtrl.extentSlide(500 SPC 500,75);

Obviously, I don't use "SomeWindowCtrl", but I use a valid one.

40
Modification Help / Problem with 'face/decal' force-download
« on: November 11, 2010, 02:48:40 AM »
Code: [Select]
function downloadDecalPath(%path)
{
for(%file=findFirstFile("Add-Ons/" @ %path @ "/*.png");%file!$="";%file=findNextFile("Add-Ons/" @ %path @ "/*.png"))
{
%obj = datablock DecalData()
{
textureName = %file;
preload = true;
};
%obj.setName("BB_DecalDownload_" @ strReplace(strReplace(strReplace(%file,".png",""),"Add-Ons/",""),"/","_"));
}
}

downloadDecalPath("Face_BlockBastion");
downloadDecalPath("Decal_BlockBastion");

Decal_BlockBastion contains a "testFaec.png" face image file which is correctly sized and everything, but when I do the following, the client does not see the face:
clientGroup.getObject(1).setFaceName("testFaec");

41
Modification Help / "Hands up" animation
« on: November 06, 2010, 08:47:40 PM »
Is there a way to achieve (using scripts) the "hands up into air" animation that occurs when you sit, and then crouch, without crouching? Just playing a thread/something else? I've tried running through all the threads but none of them are exactly "put hands up into air"-like.

42
Modification Help / Weapon Disguise, excluding local client
« on: October 28, 2010, 03:25:08 AM »
For a project that I am making, I am creating a disguise tool which also disguises your weapon.

The person who disguised should be able to see the weapon normally.
Everybody else should see it as a diffirent weapon, thus meaning "disguised".

Is there anyway that I could do this, if yes, how?

43
Modification Help / AIPlayer::setAimLocation inaccuracy
« on: October 26, 2010, 02:58:19 PM »
If I use something like %bot.setAimLocation(%bot.target.getPosition()); - the bot aims below the player (lower). If I vectorAdd like "0 0 3" to the target's position, it doesnt aim lower, but it aims next to the player, then. Isn't there a stable way to get it aim exactly on the player? (this happens with setAimObject, too)

44
Creativity / yay
« on: October 26, 2010, 10:50:25 AM »


Made it quickly by combining the almighty powars of gimp and pants.net

45
Modification Help / Server-sided decals/faces inside a add-on
« on: October 26, 2010, 07:17:09 AM »
I am making a add-on (Gamemode_Something, not Decal_Something or Face_Something) which is meant to include decals and faces, included inside the add-on .zip, without the other person having to download/enable another add-on. Is this possible?

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