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Messages - Nexus

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901
Add-Ons / Re: NARG: We make stuff
« on: October 09, 2012, 08:56:31 PM »
no one earned the "Wished Nexus a happy birthday award"

you all lose

902
Add-Ons / Re: NARG: We make stuff
« on: October 09, 2012, 04:42:56 PM »
In honour of our first 100 pages

>:(




This also may be an opportunity to open up some actual direct competitions, like the arena that got built with the weaponset that got created but never actually played in/with.  I'd especially like to do some modding ones, like who can make the most obnoxious client mod.

903
Gallery / Re: 10 brick build challenge
« on: October 09, 2012, 12:41:14 AM »
y?

Those consist of more than one collision box each.
In the OP he states that it needs to be default cuboid bricks.

904
Modification Help / Re: A Loading Problem
« on: October 08, 2012, 08:11:15 PM »
looks good

If you want to make it shorter, you can probably make one function with all that code and then have your different packaged functions all point to it, but you don't need to.

905
Modification Help / Re: A Loading Problem
« on: October 08, 2012, 08:07:57 PM »
Code: [Select]
package plantLots
{
    function CityRPGXSmallLotBrickData::OnLoadPlant(%this,%brick,%a)
    {
new trigger()
{
     triggerData = %brick.getDatablock().CityRPGXLotTriggerData;
}
return parent::OnLoadPlant(%this, %brick, %a);
    }
    function CityRPGXHalfSmallLotBrickData::OnLoadPlant(%this,%brick,%a)
    {
new trigger()
{
     triggerData = %brick.getDatablock().CityRPGXLotTriggerData;
}
return parent::OnLoadPlant(%this, %brick, %a);
    }
};


I'm hoping datablock shouldn't stay datablock.

No, 'datablock' is a special namespace that needs to stay datablock
and you need a ; at the end of every object declaration.  A trigger counts as an object, as well as anything you need a new thingy(){}; to create.
and you still dont have an instance field for "CityRPGXLotTriggerData" so stop trying to use it.

And you need more instance fields than just the datablock.

I'd take lugnut's advice, all you need is two extra functions almost identical to the ones that already exist.

906
Modification Help / Re: A Loading Problem
« on: October 08, 2012, 07:59:24 PM »
Then how am I to reassign the trigger datablock onLoadPlant?

Is this something that can even be fixed?

I forget how triggers work, I think you need to do some sort of code like:
new trigger()
{
     datablock = %brick.getdatablock().triggerdata;
};
or something... this is the kind of thing that is handy to look up

907
Modification Help / Re: A Loading Problem
« on: October 08, 2012, 07:53:36 PM »
It returned

Error: fxDTSBrick::setDatablock() - Could not find data block ""

anyway.

yea that's what I thought:

generally, trigger data does not contain datablock names to give a valid datablock to change to

Edit:
From the datablock you posted, you don't even have the instance field "CityRPGXLotTriggerData" initiated to begin with.
Of course it isn't going to do anything.

I'm thinking that what you actually want to do is activite the triggers, and not mess around with the datablocks of the lots.

908
Suggestions & Requests / Re: Adventure Mode Gamemode
« on: October 08, 2012, 07:52:04 PM »
I'm kind of working on this.
I'll post what I have done:
Monsters
Shops
Accounts
Classes
Spells
Level Loading
Client GUI.

but you were working on it in python as a standalone blorp, if I remember correctly
or was that a different blorp?

909
Modification Help / Re: A Loading Problem
« on: October 08, 2012, 07:42:11 PM »


ok that was just one small part that I addressed and you can definitely format the code to be much more readable so people trying to help you don't make oversights like that, not to mention the fact that you removed the "plant" from the second function after the fact

honestly no formatting at all is probably better than the random spacing and tabs you have now.
but I do think that the datablock namespacing in those functions is not going to work as intended unless loading works fundamentally different than I believe it does.

910
Suggestions & Requests / Re: Adventure Mode Gamemode
« on: October 08, 2012, 07:39:11 PM »
hey I made a client sided adventure game-ish sorta thing
remember Terragen?
fantastic way to get banned from a server

911
Gallery / Re: 10 brick build challenge
« on: October 08, 2012, 07:37:10 PM »
cones and ramps are a no no
sowy

912
Modification Help / Re: A Loading Problem
« on: October 08, 2012, 07:31:34 PM »
try that and you will see you get a syntax error

only functions can be placed in packages, that floating parent:: in the function will just cause problems.  You also have, as far as I can tell, two exactly identical functions that do nothing except overwrite eachother.

Also be aware that in order to call CityRPGXSmallLotBrickData::OnLoadPlant, the brick must already have the datablock "CityRPGXSmallLotBrickData"
generally, trigger data does not contain datablock names to give a valid datablock to change to

So your code has many errors and do discernable intended functionality

you might want to start with fxdtsbrickdata::onwhatever because that will work for all bricks

edit: then again I don't do a ton of server sided coding, just my two cents.  If kalphiter says that will work I'd go with him.

913
Gallery / Re: 10 brick build challenge
« on: October 08, 2012, 05:45:50 PM »
keep repeating that and then you could make a one brick house

(make part of it with 10 bricks, make that into a blb, put that in a save and add to it and then repeat)

or would that work?

you missed the part where blb bricks cant have more than 10 collision boxes

914
Off Topic / Re: Man in gap
« on: October 08, 2012, 05:37:25 PM »
16


/1up


Warning - while you were typing 1 new reply have been posted. You may wish to review your post.
goddammit

915
Modification Help / Re: Bot kill message?
« on: October 08, 2012, 05:32:44 PM »
You mean to fake it? I guess I kinda thought that you could just assign a client and it would show a death message. Assigning a client to get a death message must be wrong I guess, or I'm just doing it wrong.

"faking it" is an invalid term in this context
The way the kill message works normally is that it gets called when a player object (not a bot, and clients have nothing to do with that) dies and displays the message.  Since we can't alter default game code, that means packaging it.

Look in rotondo's zombies, I believe that does kill messages for bots in pretty much the way I described.

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