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Messages - Red_Guy

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61
Modification Help / Re: Hiding nodes on a weapon image
« on: July 17, 2011, 05:21:12 PM »
I dont know the detials - but its going to be the same way the player nodes work.  %obj.hideNode("name")  .. but where you get "name" from... I dunno for sure, i think that will be from your modeling program.

62
Help / Re: Unlimited mining help!!
« on: July 16, 2011, 07:21:03 PM »
Check your PMs, I replied.
There is an instrucitons.txt included with the mod -- read that.
there is also directions  the download page at RTB -- read that.

there is a 'save all ores' button -- make sure you use that.
check your console for errors
check config/server/MiningData.cs to see if your ore is there - it should be at the end

make sure you have mining mode turned on
make sure you are the host.

if its in the file, but now showing up in the map, then check the min/max percent and the depth.
set min depth =0 to make it spawn anywhere.


63
you'll want to do something like this:

 function Armor::onTrigger(%a, %b, %c, %d, %e, %f, %g, %h, %i, %j)
   {
    echo("%a: " @ %a SPC %a.getClassName() );
    echo("%b: " @ %b SPC %b.getClassName() );
    echo("%c: " @ %c SPC %c.getClassName() );
   .... and so on for every argument

    return parent::onTrigger(%a, %b, %c, %d, %e, %f, %g, %h, %i, %j);
   }

some  of them may generate errors, but it will give you a number and a class name for each argument.
then you can use <number>.dump();   at the console to see what the object is.
again - some of these may not always work if the object id has been deleted by the time you start typing.

and then like Chrono said, the first argument %a, will always be an instance of armor:
%a: <number>  Armor

64
Mapping Help / Re: Can't load my map
« on: July 01, 2011, 04:26:29 PM »
looks like you have a bunch of extra junk in your map.

When you work on maps, make sure you are in single player mode, and with irc shut OFF.
its also best to have ZERO addons active.

open your .mis file in notepad and remove all the ScriptObject stuff  -- except for the map description at the top.

65
Mapping Help / Re: Possibility of having water at different levels
« on: July 01, 2011, 04:22:55 PM »
you should be able to change the scale of the waterblock after you place it.

I believe the default scale is 1024x1024, which will cover the whole map.  if you need a small lake, try changing it to 16x16 or such.

66
Mapping Help / Re: Possibility of having water at different levels
« on: June 30, 2011, 04:47:20 PM »
definitely possible.
just use more than 1 waterblock when you make your map.  Then scale each waterblock so its only as big as you need.  Square for lakes, long and skinny for rivers.

67
Help / Re: Spawning on Tape's CityRP
« on: June 30, 2011, 04:44:06 PM »
sounds like a corrupted model somewheres.
or a conflicting name of some model.

Check your console.log and see what other errors are in the last 50 lines or so.

68
Modification Help / Re: Greeting script help
« on: June 30, 2011, 04:31:33 PM »
Greeters are ok as a learning exercise -- but thats about all.

otherwise... /mute FTW

69
add a couple checks to make sure the object ID is indeed a brick:
echo(%targetObject SPC %targetObject.getClassName() SPC %targetObject.getName() );

that may help in debugging somewhat

70
Modification Help / Re: Getting the brick number from the brick name
« on: June 27, 2011, 07:07:53 PM »
This requires the Server Sided ID of the datablock.  Server cannot tell the server that it is instantly using a brick.  It is client sided.

well the first problem your going to run into is the /command requires a server-side addon -- unless you have a way around that.

but assuming you do...
just scanning all the object IDs is the wrong way to go about it.
the object IDs are assigned in the order things are created on the server (datablocks, clients, bricks, sounds, and such).

Since every server has a different set of addons, the sequence and order of the object IDs will be different for every server.

.... now im also wondering if there is a different or better way to accomplish what you are trying to do.

inside your script, and AFTER getting the brick datablock ID... what do you do?  Specifically with the argument... what are you supposed to type?  a name? a number? .. something else?

71
Modification Help / Re: GuiScrollControl
« on: June 27, 2011, 03:03:14 PM »
I know how to make it scrollable, but like, being selectable. How do I do that, does it just do it automatically at some point?
what do you mean make it selectable?
What do you want to "select"?

and what have you tried thats not working the way you want?

72
Modification Help / Re: Getting the brick number from the brick name
« on: June 27, 2011, 02:41:10 PM »
But this method is not practical in a script.

How do I go from the ui name of a brick, to the server sided id of the datablock?
And just to make sure I understand -- you want this to be CLIENT ONLY? ... right?

73
Modification Help / Re: GuiScrollControl
« on: June 24, 2011, 06:32:07 PM »
They are pretty easy to use.

add the scroll control.
add a guiControl as the child of the scroll control
then add whatever you want inside the child.

when you make the child control larger than its parent gui scroll control, scrollbars will show up.
That can all be done in the gui editor.

74
Modification Help / Re: How many polygons are too much for Blockland?
« on: June 24, 2011, 06:24:39 PM »
I've been thinking about this, but just cant find the answer: How many polygons is too much for Blockland?
Look at the player m.dts and other .dts files that are supplied with blockland.
try to keep yours as close to that as possible.

Then take and figure how many of your models are going to be in game at the same time (then multiply x5).  Setup a test map of your own and see if you lag.  if you lag, its too many polygons.

if you dont lag, have a friend with a lousy pc join your game and test.  if he lags, it might be too many.  if he doesnt lag, then your good.

75
Modification Help / Re: setupRTBdedicated("name",1);
« on: June 24, 2011, 06:12:54 PM »
how about try it and find out?

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