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Messages - TheViewer

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46
Modification Help / Detecting if a player's inventory has changed?
« on: May 29, 2018, 02:44:38 AM »
Is there any kind of callback function for when a player's inventory has been changed (e.g. through the setInventory event)? If not, what would be an ideal way to determine this?

48
Modification Help / Default miniGameCanDamage Function
« on: May 26, 2018, 06:01:03 PM »
Does anyone have the source code for this function, or know how it can be obtained? I'm trying to figure out why a particular weapon does not obey the minigame's "self damage" setting.

EDIT: Whoops, had canMiniGameDamage in the title instead of the correct function name miniGameCanDamage.

50
General Discussion / What does CI as in "kill CI" stand for?
« on: May 24, 2018, 01:33:12 AM »
In the Blockland directory there's the path base/data/client/ui/CI/ with the default kill icons or whatever you want to call them. I've seen the term CI before and even used it, but I don't actually know the abbreviation.

51
Suggestions & Requests / Re: WH40K Weapons with Ammo
« on: May 22, 2018, 10:28:11 AM »
That version had ammo removed, unfortunately.

52
iirc its a server pref
Code: [Select]
//ammo system changer. 0 is T+T2 style, 1 is T+T style, 2 is bullet-hose classic blockland stylecant tell the difference from T+T2 and T+T but i swore the T+T had the magazine style but no ammo
Setting the pref to 1 never worked for T+T2. Looking at the original code, the functionality was never implemented. However, I may have an edited copy lying around. If I find it, I'll upload it here.

53
T+T 2.0 and later versions do not, only T+T 1.0 does.

54
Suggestions & Requests / WH40K Weapons with Ammo
« on: May 17, 2018, 11:06:03 PM »
https://forum.blockland.us/index.php?topic=187864.0
Looking for Tingalz's WH40K weapons, but an old version that still uses T+T ammo. Doesn't matter if RTB version or not, though I think ammo corresponds to an RTB version of 1 or 2. On the off chance that anyone has a copy laying around that didn't get replaced by auto updater, could they upload it?

56
Suggestions & Requests / Re: Old version of Warhammer 40k Weapon Pack
« on: January 03, 2018, 11:39:18 AM »
Bump.

58
Suggestions & Requests / Old version of Warhammer 40k Weapon Pack
« on: December 31, 2017, 07:45:19 PM »
Does anyone happen to have an old copy of W40K weapons lying around, specifically a version that still uses T+T ammo? Link in the old topic was removed: https://forum.blockland.us/index.php?topic=187864.0

59
There's TotalRPG, which may be very useful for your server: https://forum.blockland.us/index.php?topic=276330.0

60
Modification Help / Re: Proper kill message for delayed damage
« on: December 21, 2017, 01:34:51 AM »
I put a check so that in case of a bot being the killer it would use %obj.sourceObject, but the kill message still doesn't show the bot's name.

function gunASDFProjectile::onCollision(%this,%obj,%col,%fade,%pos,%norm)
{
   if(%obj.sourceObject.getClassName() $= "AiPlayer")
      %col.schedule(2000,damage,%obj.sourceObject,%col.getPosition(),100,%this.directDamageType);
   else
      %col.schedule(2000,damage,%obj.client,%col.getPosition(),100,%this.directDamageType);

   Parent::onCollision(%this,%obj,%col,%fade,%pos,%norm);
}


On further testing, it appears that kill messages are usually correct when the attacker is a player and either %obj (the projectile), %obj.sourceObject, or %obj.client is passed in to the damage method, provided that whatever is passed in still exists after 2 seconds. However, if the attacker is a bot, then neither %obj.sourceObject nor %obj.client will get a correct kill message, and only %obj works, as long as it exists.

How bad is it to be creating temporary script objects every time someone gets hit by the weapon's projectiles?

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