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Messages - phydeoux

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31
Add-Ons / Re: Phydeoux's Alligator and Skeleton bots
« on: March 24, 2013, 05:25:38 PM »
If somebody could help me figure out how to script the skeletons so that when you name the bot "Archer" it will change the bot appearance to that of the archer I would be most grateful.

Ideally I want there to be only 1 skeleton bot hole, but when you event the bot to have certain names it will have different appearances.

32
Very nice.

33
Add-Ons / Phydeoux's Alligator and Skeleton bots (NOW ON RTB)
« on: March 24, 2013, 01:49:16 PM »
Now On RTB!

Bot Alligator

http://forum.blockland.us/index.php?topic=228229.0
--------------------------------------------------------------------------------------------

Bot Skeleton

http://forum.blockland.us/index.php?topic=228230.0

34
Add-Ons / Re: GSF Procedural Terrain Generator
« on: March 19, 2013, 08:21:55 PM »
Congrats for releasing! Also will you include the manuals in the op (Also make one for the height thing)?  Did you enable the custom biomes (You check the buttons BiomeC, BiomeE & BiomeD)?
yes.

35
Add-Ons / Re: GSF Procedural Terrain Generator
« on: March 19, 2013, 08:15:04 PM »
Pretty awesome so far. Makes me want to clean up these pine trees for a release.


I setup the generator to use custom biomes, but they didn't seem to generate. Will have to try again later tonight.

36
Add-Ons / Re: GSF Procedural Terrain Generator
« on: March 19, 2013, 07:37:27 PM »
Bout time!

37
This is as much of an MMO as TF2.  It's just pvp battles with one pve mCIAon.
But it was still entertaining, until my license expired. I like the "there is no up or down in space" aspect of the game.

38
Development / Re: 2013/03/11 - Blockland r1855
« on: March 17, 2013, 02:10:00 AM »
Anybody understand what the support file in the bot shark is for? Don't know if I need it in my alligator bot, which is derived from the shark bot scripts. I'm thinking I probably should exclude it, but wanted to be sure.

39
Development / Re: 2013/03/11 - Blockland r1853
« on: March 16, 2013, 04:29:54 PM »
can the bots "hear" things? if you fire a gun near them do they get suspicious?
Code: (bot_base.cs) [Select]
hHearing = 1;//If it hears a player it'll look in the direction of the sound

hAlertOtherBots = 1;//Alerts other bots when he sees a player, or gets attacked
I suppose they do?

40
Suggestions & Requests / Re: Lego crocodile bot.
« on: March 16, 2013, 04:25:10 PM »
No, it is not ride-able. However, jumping on it's back seems to be an effective way to not get gobbled up.

41
Suggestions & Requests / Re: Lego crocodile bot.
« on: March 16, 2013, 04:19:19 PM »

42
Suggestions & Requests / Re: Lego crocodile bot.
« on: March 15, 2013, 07:47:03 PM »
Submitted to RTB.


43
Development / Re: 2013/03/11 - Blockland r1853
« on: March 13, 2013, 05:29:44 PM »

44
Add-Ons / Re: GSF Add-On Topic
« on: March 04, 2013, 10:56:47 PM »
Whaaaaaa this is amazing. I need this.

The option to add additional bricks to biomes is one of the coolest features ever.

45
Creativity / Re: The new and improved 3D model topic!
« on: February 28, 2013, 02:12:36 PM »
I made a gun in MilkShape with a complex animation but the gun was a little too big ingame, so I decided to scale it down. How do you scale a model with the joints and not messing the animation?
Click 'Tools'
Then click 'Scale All...' at the bottom.


Also you can change the scale of the dts in the exporter (default is 0.1, so 0.05 would export it half the size, etc.) and I'm sure you can also scale the gun through script.

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