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Messages - Tanis_Atreides

Pages: 1 2 3 4 5 6 [7]
91
Modification Help / Re: Build in Mining mod
« on: May 08, 2010, 11:14:07 PM »
Is there a way to fix that, so it works?

92
Modification Help / Re: Build in Mining mod
« on: May 08, 2010, 10:06:53 PM »
I think it's that it doesn't delete the bricks, it makes them invisible.

No, it deletes the bricks.

Code: [Select]
	    commandToClient(%obj.client, 'centerPrint', "Mined "@ %type, 5);
    %obj.client.sendMiningStatus();
    Dig_rebuildDirt(%col.getPosition());
    %col.delete();
}

And there's no bricks in the spawn area either. It just doesn't seem to line up with the Block Grid.
I'm trying to get it to line up, so I can build in it.

93
Modification Help / Build in Mining mod
« on: May 08, 2010, 08:43:08 PM »
Does anybody know how to get the Mining mod to accept building within the tunnels?

At this time I'm getting used to scripting, but I can't figure out how to get it allow building.
'Cause it keeps saying that it overlaps.

So if anyone could tell me what to change/ or what to add to allow building, it'd be much appreciated.

94
Modification Help / Re: Snap to Grid
« on: April 23, 2010, 08:26:36 PM »
OK.

Thank you!

95
Modification Help / Re: Snap to Grid
« on: April 23, 2010, 08:15:30 PM »
Yeah, sorry about that... I'm using Visual C# IDE, for my .cs files.
And that's where I'm getting the issues of them not aligning to the grid, so I cant build on or directly next to them. The brick via the game mode script, are misaligned by like 1-2 pixels...

96
Modification Help / Snap to Grid
« on: April 23, 2010, 08:04:00 PM »
I'm getting used to Visual C#, just a little slowly.

My question is. Is it possible to make it so when you have a script that spawns bricks, to make them snap to the Block Grid?

97
Modification Help / Re: Ores
« on: April 22, 2010, 07:09:40 PM »
Code: [Select]
$Dig_pickCost[1] = 50;
$Dig_pickCost[2] = 100;
$Dig_pickCost[3] = 175;
$Dig_pickCost[4] = 250;
$Dig_pickCost[5] = 400;
$Dig_valueMin["gold"] = 10;
$Dig_valueMin["einst"] = 3;
$Dig_valueMin["silver"] = 6;

Add a new line after $Dig_valueMin["silver"] = 6;
The Number at the end designates the Value you get from Mining said Mineral

Code: [Select]
function serverCmdStats(%client)
{
    messageClient(%client, '', "<color:FFFFFF>Dirt: "@ %client.dig_dirt);
    messageClient(%client, '', "<color:FFFFFF>Einsteinium: "@ %client.dig_einst);
    messageClient(%client, '', "<color:FFFFFF>Silver: "@ %client.dig_silver);
    messageClient(%client, '', "<color:FFFFFF>Gold: "@ %client.dig_gold);
}

Add new line after messageClient(%client, '', "<color:FFFFFF>Gold: "@ %client.dig_gold);
This show's how much you've Mined when you use the /stats command. As far as I can tell.

Code: [Select]
function Dig_announceStats()
{
    for(%c = 0; %c < ClientGroup.getCount(); %c++)
    {
%client = ClientGroup.getObject(%c);
%silverCount = %client.dig_silver;
%goldCount = %client.dig_gold;
%dirtCount = %client.dig_dirt;
%einstCount = %client.dig_einst;

if(%silverCount > %highSilver)
{
    %highSilver = %silverCount;
    %highSilverClient = %client;
}

if(%goldCount > %highGold)
{
    %highGold = %goldCount;
    %highGoldClient = %client;
}

if(%dirtCount > %highDirt)
{
    %highDirt = %dirtCount;
    %highDirtClient = %client;
}

if(%einstCount > %highEinst)
{
    %highEinst = %einstCount;
    %highEinstClient = %client;
}
    }

2 steps here- Add a new line after %einstCount = %client.dig_einst;
               And add a new chunk after
    if(%einstCount > %highEinst)
   {
       %highEinst = %einstCount;
       %highEinstClient = %client;


Code: [Select]
    if(ClientGroup.getCount())
    {
if(%highGoldClient.dig_gold)
    schedule(0, 0, BottomPrintAll, "Most gold: <color:FFFFFF>"@ %highGoldClient.getPlayerName() @"<color:FF0000>("@ %highGoldClient.dig_gold @")", 5);

if(%highSilverClient.dig_silver)
    schedule(5000, 0, BottomPrintAll, "Most silver: <color:FFFFFF>"@ %highSilverClient.getPlayerName() @"<color:FF0000>("@ %highSilverClient.dig_silver @")", 5);

if(%highDirtClient.dig_dirt)
    schedule(10000, 0, BottomPrintAll, "Most dirt: <color:FFFFFF>"@ %highDirtClient.getPlayerName() @"<color:FF0000>("@ %highDirtClient.dig_dirt @")", 5);

if(%highEinstClient.dig_einst)
    schedule(10000, 0, BottomPrintAll, "Most einsteinium: <color:FFFFFF>"@ %highEinstClient.getPlayerName() @"<color:FF0000>("@ %highEinstClient.dig_einst @")", 5);

$Dig_announceSchedule = schedule(30000, 0, "Dig_announceStats");

Add a new line after if(%highEinstClient.dig_einst)
       schedule(10000, 0, BottomPrintAll, "Most einsteinium: <color:FFFFFF>"@ %highEinstClient.getPlayerName() @"<color:FF0000>("@ %highEinstClient.dig_einst @")", 5);

This chunk of code and the chunk before are for the stats that pop up automatically while mining.

Code: [Select]
function Dig_PlaceDirt(%pos)
{
    %x = getWord(%pos, 0);
    %y = getWord(%pos, 1);
    %z = getWord(%pos, 2);
    %color = 8;
    %colorfx = 0;
    %health = 10;

    if(!(mAbs(%x) <= 11 && mAbs(%y) <= 11 && %z <= 10 && %z >= 0))
    {
%random = getRandom() * 100;
if(%random >= 97.5)
{
    %type = "Gold";
    %color = 1;
    %health = 25*3;
}

else if(%random < 95 && %random > 90)
{
    %type = "Silver";
    %color = 4;
    %health = 15*3;
}

else if(%random <= 89.5 && %random > 87.5)
{
    %type = "Einst";
    %color = 13;
    %health = 11*3;
}

else if(%random > 89.5 && %random <= 90)
{
    %type = "lava";
    %color = 0;
    %health = 1;
    %colorfx = 3;
}

Add a new chunk after
   else if(%random <= 89.5 && %random > 87.5)
   {
       %type = "Einst";
       %color = 13;
       %health = 11*3;
   }

This sets how much you find in the dig, what it looks like (e.i. color and effects), and how much health said block has.

Code: [Select]
	if(%col.health <= 0 || (%obj.client.isAdmin && %obj.client.dig_powermode))
{
    %type = "dirt";
    if(%col.type $= "gold")
    {
%type = "<color:FFFF00>gold";
if(!%obj.client.dig_powermode)
{
    %obj.client.mineMoney += $Dig_valueMin["gold"];
    %obj.client.dig_gold++;
}

    }

    else if(%col.type $= "silver")
    {
%type = "<color:EEE5dE>silver";
if(!%obj.client.dig_powermode)
{
    %obj.client.mineMoney += $Dig_valueMin["silver"];
    %obj.client.dig_silver++;
}
    }

    else if(%col.type $= "einst")
    {
%type = "<color:236B8E>einsteinium";
if(!%obj.client.dig_powermode)
{
    %obj.client.mineMoney += $Dig_valueMin["einst"];
    %obj.client.dig_einst++;
}
    }

    else if(%col.type $= "lava")
    {
%type = "<color:FF0000>lava";
if(!%obj.client.dig_powermode)
    %obj.client.dig_lava++;

if(!%obj.client.isAdmin)
    %obj.client.player.kill();

messageAll('', "<color:FFFFFF>"@ %obj.client.getPlayerName() @" <color:00FF00>mined a lava pocket!");
    }

Add a new chunk in between the Einst and Lava chunks. And it should resemble the Einst code.
As far as I can tell this is the coding for when you have the /powermode command on. It gives no money for mining while in Power Mode.

98
Modification Help / Re: And another weapon pack
« on: April 22, 2010, 09:43:47 AM »
Well of course. And its also easy to say quality over quantity. But as we have seen, there is no lack of quality here so if more is possible, it would be very welcome :P

I'm not really concerned about all those weapons. I just gave a list of weapons that you could use with the Iron Sights, and they all look different (mostly). So there would be at least a little less confusion about what weapon someone's using. [But there's still going to be handicaps out there that go "OMFG, WH4T GUN I5 TH4T??"]

99
Modification Help / Re: And another weapon pack
« on: April 21, 2010, 10:37:27 PM »
You should consider adding more generic weapons to this. Such as more CS stuff.

A weapon is a weapon. (Glock, to AT-4.) Yes; people have preferences, but what he finally puts in the pack is his chose.

Now On Topic: Nice pack!

You want suggestions...? Here's a few.

Pumpgun-
Sorry, can't think of any at the moment.

Sniper Rifle's-
H&K PSG-1
H&K SL8-6
Remington M40 Rifle
Barrett M82A1
Accuracy International L96A1
Unique Alpine TPG-1

Light Machine Guns-
FN M249 SAW
FN M240B
Steyr AUG HBAR
Type 95 LMG
German MG 3
M60E4
H&K MG36

Sub Machine Guns-
H&K MP5 &/or MP5 K
H&K MP7
H&K UMP
Steyr TMP
Steyr AUG Para
Type 05
FN P90

Assault Rifle's-
Steyr AUG
FN FNC
FN F2000
FN SCAR
Type 95
FAMAS
H&K G3
H&K G36 (K, or C)
Tavor TAR-21
AK-47
AK-74
Colt M16
Colt M4
XM8
XM29 OICW

Sorry about the long post, but just trying to help you with ideas.
Anyways, keep up the good work!

100
Suggestions & Requests / Re: Combining Creeper Mod, with Inf. Mining
« on: April 20, 2010, 03:19:36 PM »
OK, now my only question's would be.

Is this at all possible for one Add-On?
And if it is, could you actually put it all in one script?


Sorry, I'm not very C# savvy...

101
Suggestions & Requests / Re: Combining Creeper Mod, with Inf. Mining
« on: April 20, 2010, 02:41:48 PM »
No one wishes to give they're thoughts on this?

Come on, you have to admit it'd give an interesting twist to the infinite mining. Not only that but be able to build in the tunnels as well, but for a price. You'd have to mine the minerals for the money then you'd be able to buy bricks for builds.

EDIT: And the bought bricks would take damage from the Creep, so it wouldn't be a sure fire way to avoid it.

102
Suggestions & Requests / Combining Creeper Mod, with Inf. Mining
« on: April 19, 2010, 07:05:36 PM »
If you were able to combine the Inf. Mining with the Creeper Mod, would it actually work?

It would appear while mining, like the Lava Pockets and then it would start to grow.


I think it'd be an interesting concept.

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