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Messages - Bauklotz

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406
Help / Re: Blockland Crashed When Loading.
« on: November 02, 2010, 07:54:16 AM »
Strange. How much memory does your graphics card have? I tried running Blockland on one of my older computers that I dont really use that much which had a nVidea GForce 8000 (older than the one you are using), and it works just fine.

407
Help / Re: Crash when someone connects.
« on: November 02, 2010, 07:51:07 AM »
This is v18/v19's fault. When a player connects, the server goes through every add-on you have enabled, and generates a file manifest and sends it to the player so that they can download it. If you have a few add-ons enabled, you almost don't notice it. If you have many add-ons enabled, you freeze for a bit. If you have very many add-ons enabled, you almost crash. A way to see this is that when people join, the last thing shown in console before the freeze is "Generating file manifest".

When people join, just wait until the game finished generating file manifest, or disable some add-ons when starting a server.

408
Help / Re: Ping is ---
« on: November 02, 2010, 07:47:47 AM »
prodicals

What the forget is a prodical.

Btw, @OP: Did you portforward both TCP and UDP? It only works for me when portforwarding both. Only TCP is not enough.

409
Modification Help / Re: Weapon Disguise, excluding local client
« on: October 30, 2010, 01:24:11 AM »
So basically, you mean that I do like this:

SLOT 0 (right hand):
Some weapon, for example a Butterfly Knife.
Third person, the high offset makes it invisible.
First person, offset is normal so it is visible.

SLOT 1 (left hand):
Some weapon, for example a Rocket Launcher.
Third person, has a offset which makes it look like it is mounted to right hand.
First person, the high offset makes it invisible.

That?

410
Modification Help / Re: Weapon Disguise, excluding local client
« on: October 29, 2010, 07:05:12 AM »
What may be possible is something like how the cloaking watches work: You can see it in first person by setting the eyeOffset to something and the normal offset to "0 0 -10000", then make another third-person image that does nothing with the two swapped, mount them both. I don't know how it'd work with firing sequences though and you'd need an invisible copy of every weapon you plan the disguise kit's holder to have.

I understand this, but how would I kind of mount two weapons to the hand (slot 0)? By the way, I don't need third person because this is for a TF2 remake, and TF2 does not have third person.

411
Modification Help / Re: Server-sided decals/faces inside a add-on
« on: October 28, 2010, 02:38:10 PM »
I'd assume that it just looks for a datablock with a matching name and then changes it to the datablock, meaning there wouldn't be a list. I think it should work..
That didn't work.

412
Modification Help / Re: Weapon Disguise, excluding local client
« on: October 28, 2010, 05:45:50 AM »
Well, I'm basically making it for the 'Disguise Kit' item for Spy for Gamemode_BlockBastion2.

413
Modification Help / Re: Weapon Disguise, excluding local client
« on: October 28, 2010, 05:38:59 AM »
Well, basically like this:

There are 5 players on the server.
Player 1 has a 'Guns Akimbo' weapon in his hands
Player 1 uses the disguise thing with argument 'Bow'
Player 1 including everybody else now see the weapon in his hands as a Bow
Player 1 shoots the weapon
  -> It turns into a Guns Akimbo
  -> It fires (like it would originally do)

Actually I think I found a solution. Would something like this work?
Code: [Select]
function disguise(%playerobj,%image)
{
    %playerobj.disguised_image = player.getMountedImage(0);
    %playerobj.hasImageDisguise = true;
    %playerobj.mountImage(%image,0);
}

package SOMETHING
{
    function Armor::onTrigger(%bacon,%ham,%milk,%cheese,%and,%other,%args)
    {
        if(%val && %slot == 0 && %obj.hasImageDisguise)
            %playerobj.mountImage(%obj.disguised_image,0);
        Parent::onTrigger(%meat,%water,%salad,%and,%spam);
    }
};
activatePackage(SOMETHING);

414
Modification Help / Re: Weapon Disguise, excluding local client
« on: October 28, 2010, 05:13:23 AM »
kabawmp.

415
Modification Help / Re: Weapon Disguise, excluding local client
« on: October 28, 2010, 03:41:15 AM »
Well, is it possible if the local client sees the disguised weapon then, but when fired, it "uncloaks" and fires as the uncloaked weapon would?

416
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?

417
Modification Help / Re: AIPlayer::setAimLocation inaccuracy
« on: October 27, 2010, 08:32:07 AM »
I tried using .getHackPosition(), but it still aims lower and
aims next to the player

Current:
Code: [Select]
%this.setAimLocation(%this.bb_target.getHackPosition());

You can see how it actually "aims next to the player" on "Flaw's Testing Server".
EDIT: It actually works when I use this:
Code: [Select]
%this.setAimLocation(vectorAdd(%this.bb_target.getMuzzlePoint(0),"0 0 2"));

418
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)

419
Modification Help / Re: Server-sided decals/faces inside a add-on
« on: October 26, 2010, 11:47:40 AM »
ff, halp. D:

420
Modification Help / Re: Most Up-to-date Ammo System Script?
« on: October 26, 2010, 11:39:18 AM »
Torque has a built in ammo system, if you try starting a new template project using Torque, you will be forced to pickup 'ammo clips' from the ground to use your weapon, which deplete after some shots depending on how much ammo is in them. They can also be dropped and act like normal weapons. I dunno if Badspot has removed this, but last time I checked the functions it uses still exist.

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