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Messages - Brixmon

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31
added a bit to it
if you have after school special, but are trying to play after the duck, you'll need to use a script/console: commandToServer('boombox', "after the duck");
otherwise it works by matching the music datablock ID (in case you have access to it), full song name (chat command will only enter the first word), or if that fails, looks for a first word match
/boombox was left alone, just added /boombox <song>, none/0 stops music

https://leopard.hosting/dl/cffbn/Item_BoomBox.zip
Thank you kindly!

32
will look into it
(and oh hey, this is the one I put together in the first place lol)

edit: what should the command be?  or should it just overwrite the existing command
or should it be "/boombox <music>" to set music, "/boombox" to disable music, "/boombox" opens the GUI if no music is playing?

"/boombox <music>" to set music, and "/boombox" to either disable or open the gui, and "/boombox none" to disable. Since the mod I'm using just lets you bind any chat command, the second part doesn't matter too much to me- typing time isn't an issue. But it'd probably be more convenient for general release if you used "/boombox" to open gui and "/boombox none" to disable.
Sorry if that was a late reply btw!

33
Thanks! The help is appreciated.

34
I know Item_Boombox already exists. ( https://forum.blockland.us/index.php?topic=278054.0 )
What I need is a command that uses an argument after said command to set which music, with no GUI at all.
For example, "/pmusic peaceful" would cause the player to play the Peaceful music on loop. A command without an argument would stop the music.
I need this specifically to use in tandem with a server command keybind mod to quickly change player music on the fly. The reason as to why I need all this is complicated and not important.

I imagine this would be very simple to do with code, but the problem is that I'm not very familiar with torquescript. I don't know what that would look like.
My first thought was to reference script_advancelight ( https://forum.blockland.us/index.php?topic=82651.0 ) and edit item_boombox, which also uses an argument involving the UI name of the item to set it, rather than a GUI.
So could someone with more experience than I help me out with this?

35
General Discussion / Re: [COMPLETE] The Pit of 100 Trials
« on: July 26, 2016, 06:33:59 PM »
The final boss was rather... long-winded, but I think the number counters work on how many projectiles hit them, so stuff like the god spear is useless.
Use the Repeater bullet fountain and try to stick your face in the weakspot(returning to stand on the weakspot when knocked off) while holding down left click and it should go down eventually.

I still feel proud that I did it, though!
...but the 95% armor shield is really OP and should probably be nerfed, maybe down to 85% reduction, 3000 capacity, and a longer recharge delay?

I took a screenshot of me at the victory area, but it's just an attachment because spoilers.
...even though you can see a smaller version below anyway.

36
General Discussion / Re: [COMPLETE] The Pit of 100 Trials
« on: July 24, 2016, 03:13:57 PM »
Whenever I try to go into an arena, the battle music starts but no one enters, making me unable to progress. Was there something I was doing wrong?
There's a command you need to put into the console if you're hosting it yourself. The command can be found in the readme for the download on the main thread.
Just copy and paste that into your ingame console, if you're hosting with "Start Game", or manually type it into the command console prompt if you're running a dedicated server.

37
General Discussion / Re: [COMPLETE] The Pit of 100 Trials
« on: July 24, 2016, 12:35:41 PM »
in all seriousness though the level 50 boss is the worst thing ever created
like, it deals sooooooooooooooo much more damage than ANYTHING else prior, and since they're so big, the flames are too large to avoid
literally, the only way to win is to do more damage to them than they WILL do to you, pack a million health potions, or just bring like five people

they ended a great continuous run from the lobby, pretty much stopping me cold by functioning completely differently compared to the 49 rooms prior.

they're the only problem with the gamemode that I've seen so far though, apart from level 39 I think it was not letting me through after I finished it. Everything else is great.
Just... they're kind of completely broken. Are they really SUPPOSED to be a mountain-sized difficulty spike?

edit: just gave the release thread a look. So if The Resonte is on hiatus, I guess there's not much point in complaining about level 50.

38
General Discussion / Re: [5DAYS] The Pit of 100 Trials
« on: July 18, 2016, 11:18:03 PM »
npc who spouts Paper Mario references

39
Well, that fixed it. Not sure why it broke in the first place.
Thanks for the help! Locking.

40
Title. The schedule limit in LAN is perfectly fine, but on dedicated servers it seems permanently broken and even putting console commands in to raise it don't do anything at all. I even checked, told the console to talk and it's not going above 1000 (which apparently might be the maximum, but I never had this issue before, and it still works on LAN.)
console.log is attached.

41
General Discussion / Re: [DL] The Pit of 100 Trials
« on: May 25, 2016, 07:18:24 PM »
the brachiosaurus is probably the biggest concern for weaponry because it's so enormous, inaccurate, and destructive

i don't know what the repeater is but my plan is to create a really really really fast-firing massively-inaccurate somewhat-low-damage weapon edit

the op american 180 in battlemix for example
i'll let you know

https://forum.blockland.us/index.php?topic=129834.0
https://blocklandglass.com/rtb/addon.php?id=Weapon_Repeater.zip

This thing.
20 damage, around 10-to-11 bullets per second, gets less accurate the more it's fired.

42
General Discussion / Re: [DL] The Pit of 100 Trials
« on: May 25, 2016, 07:06:56 PM »
figure out how to make somewhat overpowered weapons for "massive" enemies
I don't know quite how OP you'd want it, but when I did some rough calculations, the Repeater turned out to have a DPS of like 220.
I also gave it bouncing Meteor Shots from Terraria, which let it hit the same enemy multiple times. This would be easier if that enemy was massive, like that brachiosaurus.

43
I see what went wrong, I forgot a semicolon after the Parent::. Use this code:
Code: [Select]
function PlayerFloater::onAdd(%data, %player)
{
Parent::onAdd(%data, %player);

%player.hidenode("RFoot");
%player.hidenode("LFoot");
%player.hidenode("RPeg");
%player.hidenode("LPeg");
}
It still doesn't work. The player still has feet.

44
for the floater, you'd need
Code: [Select]
function PlayerFloater::onAdd(%data, %player)
{
Parent::onAdd(%data, %player)

%player.hidenode("RFoot");
%player.hidenode("LFoot");
%player.hidenode("RPeg");
%player.hidenode("LPeg");
}
Finally got around to testing this, got a strange syntax error:
Code: [Select]
Loading Add-On: Player_XCOM (CRC:-353607457)
Add-Ons/Player_XCOM/Player_Floater.cs Line: 31 - Syntax error.
>>> Some error context, with ## on sides of error halt:
^maxBackwardCrouchSpeed = 2;

^maxSideCrouchSpeed = 2;

^

^airControl = 3;

^minImpactSpeed = 35;

^speedDamageScale = 0.5;



^uiName = "Alien Floater";

^showEnergyBar = false;

};



function PlayerFloater::onAdd(%data, %player)

{

^Parent::onAdd(%data, %player)



^%player.##h##idenode("RFoot");

^%player.hidenode("LFoot");

^%player.hidenode("RPeg");

^%player.hidenode("LPeg");

}
>>> Error report complete.

ADD-ON "Player_XCOM" CONTAINS SYNTAX ERRORS
I'm not sure what it's trying to say here. The RFoot hidenode looks the same as the others. Is it saying the "h" is wrong?

45
Bump.
I've managed to get the weapon animations working, though with some weirdness. Copying the Sword's state animation code has proven odd and I've only just managed to get things working. If someone could take a look at my weapon code and tell me if anything's wrong with it, that'd be nice.
As for the Floater's feet, I have no idea how to package or parent things. I've put the function in there, but the rest of what you said is greek to me.

I updated the file with my changes. Haven't tested it yet.

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