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Messages - Wheatley

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2086
The first datablock is what you're missing I think.
Code: [Select]
// Load dts shapes and merge animations
datablock TSShapeConstructor(DogDts)
{
baseShape  = "./dog.dts";
};

datablock PlayerData(DogArmor)
{
//blah blah blah. You should have this already.
};

You should be able to substitute in your own stuff. I think the important part is the first datablock, DogDts. Since you have no animations it would make sense that you only need the baseShape defined.
That worked.
Now the problem is that the place where a normal player would have the bottom of their feet is the exact center of the bot/player.
I'm fairly sure this has to do with the bounding box, but it seems like bounding boxes only go upward from the standard foot area.
Is there any way around that?

Here's some code I copy-pasted from my version
Code: [Select]
	rideable = true; //Doesn't this need to be true for it to appear on vehicle spawns?
canRide = true;
paintable = true;

boundingBox = vectorScale("3 3 3", 4);
crouchBoundingBox = vectorScale("3 3 3", 4); //Bot should not change the size if they crouch
I'm a bit new to working with physical space on blockland, so this piece is borrowed from the horse and edited. Is there another way that would calculate the volume, starting from the X/Y/Z Axis's origin?

Also, spawning the bot on a vehicle spawn still crashes me, yet using the changedatablock event to test it works fine. Other than those two things, there's no major problems.

2087
Animations would be one of the problems.

Another problem being the difference in points on the players and vehicles.

Vehicles have points for wheels and seats.
Players have points for equipment and the viewpoint.
The vehicle I'm using, as far as i know, has no seats, nor wheels.
As for equipment/viewpoints, i'm not sure.

So is there no way to get by with no animations?
or would it need to be re-created?

2088
Modification Help / Taking a vehicle's model and applying it to a bot
« on: July 14, 2011, 08:00:30 PM »
I'm trying to change a vehicle into a bot, due to the issue with vehicles going through bricks.

I have the .dts file, all the textures, and the code that defines what properties the bot has. However, when I try spawning it in my server, the game freezes up and gives me an error message.

After looking at similar bot(Armor) type add-ons, I think the issue may be that there is no animations. I was wondering if there is a way around this, as the bot will not be used for playertype purposes or anything, so the animations (I think there's thirtysomething animations total that are defined in BL) will simply be the same as current model with no changes.

Thank you in advance.

2089
Gallery / Re: The Gateway Arch
« on: July 06, 2011, 06:10:41 AM »
How many bricks is that? It looks like a crapload quite a few.
and how tall is it?
I rate 7.5/10, so far.
It's not perfectly round!11!!

2090
Gallery / Re: New Portal Gun - Finally added pictures!
« on: July 05, 2011, 07:49:54 PM »
I want this add-on SO loving MUCH.
We all do.
Well, most of us. I know I do.
but you wouldn't want it until bugs are fixed, eh?

2091
Drama / Re: Sniper-471 is Daniel Rogers Giratina
« on: July 05, 2011, 06:40:22 AM »
He was always an idiot.

also
THAT friend PARADOX VOTE KICKED ME FROM A ZOMBIE GAME FOR A forgetNIG handicap REASON: ...... NOTHING OH MY GOD AND IM STILL PISSED OFF
Maybe he got votekicked for talking like that.

Anyway, I'm probably gonna piss him off the next time I see him in-game  :cookieMonster:

2092
Gallery / Re: Tuevon's Model Dump.
« on: July 05, 2011, 06:20:30 AM »
Do they have animations yet?
I'd like to see that RCRU in-game.

2093
Gallery / Re: In memory of our dear friend Sleven
« on: July 05, 2011, 06:15:53 AM »
I did. But a wider one woud look ugly.
True.
Kinda sad how Sleven's stone is the only one in the graveyard.

2094
Gallery / Re: [VIDEO] Four Corners
« on: July 05, 2011, 06:09:50 AM »
Whos the person who sounds like a little kid?
Juicebox. I watched the vid and figured it out in 2 seconds

2095
Gallery / Re: New Portal Gun - Finally added pictures!
« on: July 05, 2011, 01:33:31 AM »
also this gun is bullstuff, the other one does the same things except it has no bugs.
Please get out, troll.
We don't want you here.

2096
Gallery / Re: New Portal Gun - Finally added pictures!
« on: July 04, 2011, 06:54:04 PM »
you should also see the view of the first portal through the second portal and vice versa. this is possible if i'm correct.
I dunno who said this buuut.
That's not gonna be fun.
lordician's right.
Also, I'm pretty sure that at the most, you'd be able to see cubes and yourself(bot version).
And even that would require a stuffton of work.

Also
1. Hard to decide how to position a portal. I dunno if this is even possible. I think portals can only be positioned on the axis. That is, the grid. Even that glitches at some times.
2. DTS portals, possible.. However i think there is a reason for it to be not used yet.
3. I see why, this prevents falling to your death.
I think this idea was just to prevent the thing where you hit the ground before the portal moves you, causing you to lose velocity.
4. Urgh, i am pretty sure there is a way around, like that, but it is not being pretty i guess.Yeah...I doubt it looks any good.
5. A player cannot go upside down or on his side without using tumble. Titanium meant if the player comes at the portal from the side, I think. The current one sends you out in the direction the portal faces. If Titanium meant that it changes which way you're facing when you come out, hell, I don't know if that's possible.
6. Pretty sure this IS possible and do-able.

Also, does the portal gun have a pickup thing yet? If so, you should just make the light button attempt a pickup/fire off an OnActivate event(instead of changing modes)

Code: [Select]
   if(%colType & $TypeMasks::fxBrickObjectType && getSimTime() - %col.lastLaserActivateTime > 200)
   {
     %col.lastLaserActivateTime = getSimTime();
     $InputTarget_["Self"]   = %col;
     $InputTarget_["Player"] = %obj;
     $InputTarget_["Client"] = %obj.client;
     if($Server::LAN)
     {
        $InputTarget_["MiniGame"] = getMiniGameFromObject(%obj.client);
     }
     else
     {
        $InputTarget_["MiniGame"] = getMiniGameFromObject(%col);
     }
     %col.processInputEvent("onActivate", %obj.client);
   }
I grabbed that from the Laser Pointer, it pretty much fires an OnActivate trigger.

2097
Gallery / Re: In memory of our dear friend Sleven
« on: July 04, 2011, 06:49:55 PM »

Who made the gravestone?
I think he'd be a bit angry cause it's missing an "e".

2098
Gallery / Re: Munk & Exper's Throwing Co-operative Uberchallenge
« on: July 04, 2011, 06:47:20 PM »
Quote
[Section A]First 10 levels and Warp Room/Hub -- DONE
Crap, I forgot to finish one of the levels I was working on :[

2099
Gallery / Re: Munk & Exper's Throwing Co-operative Uberchallenge
« on: July 04, 2011, 09:13:55 AM »
These next tests require cooperation...
Consequently they have never been solved by a human.
That's where you come in.

Loving the idea.
You don't know pride.
You don't know fear.
You don't know anything.
You'll be perfect.


Yay.

2100
It's near 3000 bricks. Above 2500 for sure.
At first it looked like 3x that.
Oh well

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