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General Discussion / Re: Making Add-ons
« on: September 08, 2010, 05:16:20 PM »
Stop.
STOP.
Too many of these topics!
STOP.
Too many of these topics!
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Then, i would build the whole world, each brick is like a pixel or something small, also with events/interactive, and all of this have real life graphics.help lag
And a real nuke and buildable vehicles.
It seems to be wavering between immaturity and nonsensical suggestion.Aren't these two the same thing?
So the realistic would hopefully be somewhat like Modern wastopped reading there
THERE IS NO LIMITATIONS, EVEN BADSPOT CANNOT STOP US IN OUR QUEST TO BUILD EVERYTHING POSSIBLESince when?
600,000 rooms.The brick limit is 128,000 bricks.
And you loving quoted that entire thing WHY?
<WARNING RANDOM>You're so loving stupid it isn't even funny.
LOL yur a cat
I lost about:That's not a big number.
brain-cells
stateName[0] = "Activate";
stateTimeoutValue[0] = 0.15;
stateTransitionOnTimeout[0] = "ReserveCheckA";
stateSound[0] = weaponSwitchSound;
stateName[1] = "ReserveCheckA";
stateScript[1] = "OnReserveCheck";
stateTimeoutValue[1] = 0.001;
stateTransitionOnTimeout[1] = "ReserveCHeckB";
stateName[2] = "ReserveCheckB";
stateTransitionOnAmmo[2] = "LoadCheckA";
stateTransitionOnNoAmmo[2] = "ReadyNoReserve";
stateName[3] = "ReadyNoReserve";
stateScript[3] = "OnReserveCheck";
stateTransitionOnAmmo[3] = "LoadCheckA";
stateTransitionOnTriggerDown[3] = "ReserveCheckA";
stateName[4] = "Ready";
stateTransitionOnNoAmmo[4] = "ReloadStart";
stateTransitionOnTriggerDown[4] = "ReserveCheckAFire";
stateAllowImageChange[4] = true;
stateSequence[4] = "Ready";
stateName[5] = "ReserveCheckAFire";
stateScript[5] = "OnReserveCheck";
stateTimeoutValue[5] = 0.001;
stateTransitionOnTimeout[5] = "ReserveCheckBFire";
stateName[6] = "ReserveCheckBFire";
stateTransitionOnAmmo[6] = "LoadCheckAFire";
stateTransitionOnNoAmmo[6] = "ReadyNoReserve";
stateName[7] = "LoadCheckAFire";
stateScript[7] = "OnLoadCheck";
stateTransitionOnTimeout[7] = "LoadCheckBFire";
stateName[8] = "LoadCheckBFire";
stateTransitionOnAmmo[8] = "Fire";
stateTransitionOnNoAmmo[8] = "Ready";
stateName[9] = "Fire";
stateTransitionOnTimeout[9] = "Smoke";
stateTimeoutValue[9] = 0.03;
stateFire[9] = true;
stateAllowImageChange[9] = false;
stateScript[9] = "onFire";
stateSequence[9] = "Fire";
stateWaitForTimeout[9] = true;
stateEmitter[9] = gunFlashEmitter;
stateEmitterTime[9] = 0.05;
stateEmitterNode[9] = "muzzleNode";
stateSound[9] = TF2PistolFireSound;
stateName[10] = "Smoke";
stateEmitter[10] = gunSmokeEmitter;
stateEmitterTime[10] = 0.1;
stateTimeoutValue[10] = 0.05;
stateTransitionOnTimeout[10] = "Wait";
stateName[11] = "Wait";
stateTimeoutValue[11] = 0.001;
//stateScript[11] = "onBounce";
stateTransitionOnTimeout[11] = "ReserveCheckA";
//Torque switches states instantly if there is an ammo/noammo state, regardless of stateWaitForTimeout
stateName[12] = "LoadCheckA";
stateScript[12] = "onLoadCheck";
stateTimeoutValue[12] = 0.001;
stateTransitionOnTimeout[12] = "LoadCheckB";
stateName[13] = "LoadCheckB";
stateTransitionOnAmmo[13] = "Ready";
stateTransitionOnNoAmmo[13] = "ReloadWait";
stateName[14] = "ReloadWait";
stateTimeoutValue[14] = 0.01;
stateScript[14] = "";
stateTransitionOnTimeout[14] = "ReloadStart";
stateWaitForTimeout[14] = true;
stateName[15] = "ReloadStart";
stateTimeoutValue[15] = 1;
stateScript[15] = "onReloadStart";
stateTransitionOnTimeout[15] = "Reloaded";
stateWaitForTimeout[15] = true;
stateSound[15] = Block_MoveBrick_Sound;
stateName[16] = "Reloaded";
stateTimeoutValue[16] = 0.25;
stateScript[16] = "onReloaded";
stateTransitionOnTimeout[16] = "Ready";
stateSound[16] = Block_PlantBrick_Sound; stateName[0] = "Activate";
stateTimeoutValue[0] = 0.15;
stateTransitionOnTimeout[0] = "ReserveCheckA";
stateSound[0] = weaponSwitchSound;
stateName[1] = "Ready";
stateTransitionOnNoAmmo[1] = "ReloadStart";
stateTransitionOnTriggerDown[1] = "ReserveCheckAFire";
stateAllowImageChange[1] = true;
stateSequence[1] = "Ready";
stateName[2] = "Fire";
stateTransitionOnTimeout[2] = "Smoke";
stateTimeoutValue[2] = 0.03;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateScript[2] = "onFire";
stateSequence[2] = "Fire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = gunFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = TF2PistolFireSound;
stateName[3] = "Smoke";
stateEmitter[3] = gunSmokeEmitter;
stateEmitterTime[3] = 0.1;
stateTimeoutValue[3] = 0.05;
stateTransitionOnTimeout[3] = "Wait";
stateName[4] = "Wait";
stateTimeoutValue[4] = 0.001;
//stateScript[4] = "onBounce";
stateTransitionOnTimeout[4] = "ReserveCheckA";
//Torque switches states instantly if there is an ammo/noammo state, regardless of stateWaitForTimeout
stateName[5] = "ReserveCheckA";
stateScript[5] = "OnReserveCheck";
stateTimeoutValue[5] = 0.001;
stateTransitionOnTimeout[5] = "ReserveCHeckB";
stateName[6] = "ReserveCheckB";
stateTransitionOnAmmo[6] = "LoadCheckA";
stateTransitionOnNoAmmo[6] = "ReadyNoReserve";
stateName[7] = "ReadyNoReserve";
stateScript[7] = "OnReserveCheck";
stateTransitionOnAmmo[7] = "LoadCheckA";
stateTransitionOnTriggerDown[7] = "ReserveCheckA";
stateName[8] = "ReserveCheckAFire";
stateScript[8] = "OnReserveCheck";
stateTimeoutValue[8] = 0.001;
stateTransitionOnTimeout[8] = "ReserveCheckBFire";
stateName[9] = "ReserveCheckBFire";
stateTransitionOnAmmo[9] = "LoadCheckAFire";
stateTransitionOnNoAmmo[9] = "ReadyNoReserve";
stateName[10] = "LoadCheckAFire";
stateScript[10] = "OnLoadCheck";
stateTransitionOnTimeout[10] = "LoadCheckBFire";
stateName[11] = "LoadCheckBFire";
stateTransitionOnAmmo[11] = "Fire";
stateTransitionOnNoAmmo[11] = "Ready";
//Torque switches states instantly if there is an ammo/noammo state, regardless of stateWaitForTimeout
stateName[12] = "LoadCheckA";
stateScript[12] = "onLoadCheck";
stateTimeoutValue[12] = 0.001;
stateTransitionOnTimeout[12] = "LoadCheckB";
stateName[13] = "LoadCheckB";
stateTransitionOnAmmo[13] = "Ready";
stateTransitionOnNoAmmo[13] = "ReloadWait";
stateName[14] = "ReloadWait";
stateTimeoutValue[14] = 0.01;
stateScript[14] = "";
stateTransitionOnTimeout[14] = "ReloadStart";
stateWaitForTimeout[14] = true;
stateName[15] = "ReloadStart";
stateTimeoutValue[15] = 1;
stateScript[15] = "onReloadStart";
stateTransitionOnTimeout[15] = "Reloaded";
stateWaitForTimeout[15] = true;
stateSound[15] = Block_MoveBrick_Sound;
stateName[16] = "Reloaded";
stateTimeoutValue[16] = 0.25;
stateScript[16] = "onReloaded";
stateTransitionOnTimeout[16] = "Ready";
stateSound[16] = Block_PlantBrick_Sound; //Check if your weapon has no 'reserve' ammo. Use this to trigger state changes.
function WeaponImage::OnReserveCheck(%this,%obj,%slot)
{
if($AmmoReserve::Disable)
%obj.setImageAmmo(%slot,1);
if(%obj.toolReserve[%obj.currtool] <= 0)
%obj.setImageAmmo(%slot,0);
else
%obj.setImageAmmo(%slot,1);
}
//Use this to prevent the weapon from checking if you have 'reserve' ammo when AmmoReserve::Disable is on.
function WeaponImage::OnReserveDisableCheck(%this,%obj,%slot)
{
if($AmmoReserve::Disable)
%obj.setImageAmmo(%slot,1);
else
%obj.setImageAmmo(%slot,0);
}
snip...
Also, lock this topic.