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Messages - buildermanatee

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31
General Discussion / Re: how do u make addons
« on: July 09, 2010, 01:28:53 PM »
If I had a dollar every time someone posted this IN THE WRONG SECTION I would be rich.
If I had a dollar for every time someone with the writing skills of a pre-K-er came barging into a forum demanding to be taught something only intelligent people can understand; I'd be richer beyond my imagination.

32
General Discussion / Re: Torque
« on: July 09, 2010, 01:27:25 PM »
What?
It has variables like PHP, syntax mostly like C++, and it allows you to index null values as arrays. :/

33
General Discussion / Re: Torque
« on: July 09, 2010, 11:49:25 AM »
So it only detects collisions SOME of the time, or does it use iterative collision checking (which fails terribly)?

34
General Discussion / Re: Torque
« on: July 09, 2010, 11:35:59 AM »
I know it's part of the source code. I can't edit the source; it's precompiled into DSO files. :(

Along with the reason zombies can't drive (The z and y axises are confused in the function setMoveObject (may have mixed it up. Torque has weird function names) when the bot is driving.)

@Ephilialtes
I'm not sure what they did to make it fail so badly... But it seems like they didn't use an algorithm that predicts the objects movements.

35
Modification Help / Re: a NUKE you can ride! : )
« on: July 09, 2010, 11:31:15 AM »
This sounds pretty cool.

But it'd get added to the crap-ons cache pretty quickly.


I'm somewhat familiar with vehicle scripts... It's just that the  mini-nuke is the max size of explosion.. I've tried. It causes syntax errors when you go bigger.

Maybe multiple explosions spread out using a for loop and basic trig.

36
General Discussion / Re: Torque
« on: July 09, 2010, 11:28:09 AM »
I think he means that he doesn't know where you got that information from because that isn't right.
Who did make the collisions? Because they really suck.. I can easily drive a jeep through a wall. :o

37
General Discussion / Re: Torque
« on: July 09, 2010, 11:24:45 AM »
OT: I've been playing for a while... I started right when version 11 came out. :p

38
General Discussion / Re: Torque
« on: July 09, 2010, 11:21:40 AM »
What.
I don't see what you do not comprehend about that. :/

39
General Discussion / Torque
« on: July 09, 2010, 11:17:05 AM »
Uh. I picked up a lot of it from reading add-on scripts. It's like PHP and C++ had an inside out baby. x_x

... You can index null values. :/

Anyway... Does anyone have a real reference to the functions/values in the base classes? I've used the functions; they seem to offer no help.

Don't treat me like a newbie, though. I've been playing blockland for a while, I just never had a forum account before. And I am also good in C++ and have mastered Lua. And I'm the physics developer on Physibots (AKA Blockcommunity).

Oh, and where's rotondo? I've been informed he does collisions for this game. I'd like to say that they are a complete failure and ought to be replaced. I have a much better algorithm that I made myself.


OT: Anyone know how to move a brick after it's been planted? setTransform and .position don't seem to work.

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