Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Xalos

Pages: 1 2 3 4 5 [6] 7 8 9 10 11 ... 203
76
That works, thanks for your help!

77
Can't you rather track the building tool firing, get the projectile that way. When the lifetime is about to expire, check if it exists.

This is an unsatisfying and hacky way of solving the problem.  I'd only use that as a last resort.


BrickDeployProjectile::onRemove should be called when it's deleted, then you'll need to check whether it timed out. Maybe that's as easy as this.lifetime <= 0?

I've already tried packaging ::onRemove, yet it doesn't seem to get called, regardless of whether the projectile is destroyed from hitting an object or from having its lifetime expire.

Code: [Select]
package Planets
{
[...]
function BrickDeployProjectile::onRemove(%data, %this)
{
talk("testA");
Parent::onRemove(%data, %this);
}
[...]
};
activatePackage("Planets");

78
I'm trying to find a to detect when a BrickDeployProjectile is deleted due to its lifetime expiring, rather than from hitting an object.  How might I detect this?

79
Game Modes / Re: The SuperKart Gamemode
« on: January 29, 2016, 04:12:21 AM »
Maybe the trees should be delegated just to the one section and not be right at the start as they're a little ruthless.

The trees are actually fairly easy to avoid if you're a good pilot, and if you can't, it's always possible to fly over them and avoid the issue entirely.  It's just a matter of if you're able to fly through them, you can get up to much faster speeds and thus complete laps faster.

80
Game Modes / Re: The SuperKart Gamemode
« on: January 28, 2016, 11:33:49 PM »
-snip-

It's really, really not.  It just requires a basic understanding of how to properly control a plane.  And also never crashing lest the checkpoint-induced fake difficulty screw you over.

81
Game Modes / Re: The SuperKart Gamemode
« on: January 28, 2016, 02:16:50 AM »
The things I love most about this gamemode:
  • Aerohead Jungle

Unfortunately, there are some problems:
  • Checkpoints not resetting angular velocity
  • Checkpoints not resetting your rotation to something sane, causing you to be eternally stuck in a nosedive or 80 degree climb
  • Checkpoints not giving you any velocity, causing you to instantly stall
  • People getting out of the starting region
  • The low altitude limit

It's a great map until you forget up even once, at which point the impossibility of getting airborne again makes it so that you might as well just ragequit and go do something else.

82
Drama / Re: Possible DDOS Attempt at DeathBox's Fort Wars
« on: January 26, 2016, 02:32:25 AM »
It's just a glitch that occasionally happens.  It's not unique to this server, and can't be intentionally caused by anyone, at least as far as I know.  The glitch causes someone's BL_ID to appear as -1, and always -1.

83
Drama / Re: Any players you just simply hate?
« on: January 19, 2016, 12:01:43 PM »
Generic insult about "worst X" here.

Because no one ever visits my profile.

84
Drama / Re: General Dog - Literal stuffposting
« on: January 08, 2016, 09:22:51 AM »
Literal stuffposting would be to post actual stuff.  This is figurative stuffposting.

http://theoatmeal.com/comics/literally

85
Add-Ons / Re: Gravity Gun
« on: December 23, 2015, 12:18:36 AM »
I'm going to bump this so more people see it.

86
Drama / Re: Sugar being tribal
« on: December 22, 2015, 03:40:12 AM »
at this day in age saying a color means your tribal

Purple.

87
Add-Ons / Re: ZZZZZZ_Prefs; AKA No more RTB
« on: December 18, 2015, 03:18:08 PM »
ZZZZZZZ_Sleepytime

88
Add-Ons / Re: Gravity Gun
« on: December 15, 2015, 05:33:41 PM »
-snip-

I've uploaded an updated version which shouldn't cause console spam.

89
Add-Ons / Re: Gravity Gun
« on: December 15, 2015, 08:56:03 AM »
-snip-

I've fixed that and uploaded a new version that doesn't have insane overhead when using the gravity gun near large amounts of bricks.

90
Add-Ons / Gravity Gun
« on: December 15, 2015, 02:49:48 AM »
At long last, I have completed the new Gravity Gun!


"You can call it the Zero Point Energy Field Manipulator, if you really want to."


The controls are identical to the Half-Life 2 Gravity Gun, so I'll let Alyx Vance explain.
"The primary trigger emits a charge.  You can punt stuff and send it flying.
The secondary trigger (jet key) lets you grab things.  You can throw them with the primary.
Once you've picked something up, you can drop it gently by pressing your secondary trigger again.
You can also pull stuff over from a distance."

As in Half-Life 2, it's not necessary to continue holding down the secondary trigger once you've picked an object up.
This seems to confuse a lot of people initially, so I'm stating it here for clarity.


In addition to the Gravity Gun, you also get some complementary Half-Life 2 objects: the barrels, propane tank, and sawblade!






Modelling Credits:
  • Mr.Noßody [6480] - Gravity Gun & Gravity Gun (Charged) models and icons, CI icons
  • Carbon Zypher [2213] - Brick, Sawblade, Propane Tank, and Barrel models

>>> Download <<<

Pages: 1 2 3 4 5 [6] 7 8 9 10 11 ... 203