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Messages - Space Guy

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16
General Discussion / Re: What is the rarest BL add-on
« on: April 14, 2015, 02:06:37 AM »
Pload's Prison Escape.

Did Bushido ever release his Metal Slug? I know it's the same kind of thing as the .880 Rifle, but the 'giant bolts of metal' impact was very cool.

17
Suggestions & Requests / Re: Marble Ball as player
« on: December 11, 2014, 03:35:54 PM »
Controlling a Ball (physics vehicle) is a bit weird - if you give one seat slots or 'set control' as one, your controls reverse whenever it rolls halfway round. (Need to press 'W S W S' to roll)

A player vehicle (Horse) wouldn't have ball physics (slopes, bouncing off others) so it'd be rather boring.

18
altTrigger() is a client-side built-in function like that one, fires left hand slot but doesn't have a keybind by default. (should work on e.g. Guns Akimbo)

setImageAmmo() is an alternative if you need to force actions on a custom weapon, use stateTransitionOn[No]Ammo.

19
Suggestions & Requests / Re: Cave Story Weapons
« on: August 20, 2013, 12:21:45 PM »
Yeah, I don't think it's changed since I gave it to a couple people so whoever has it can release it.

20
Modification Help / Re: How to create a precipitation datablock
« on: July 30, 2013, 07:22:53 AM »
Check Sky_Slate_Storm/Slate_Storm.atmosphere - it uses '$Rain::' variables to define textures/speeds. I don't know how it updates for clients if set in a different way to the environment menus.

21
Makes sense. I remember trying to fix that crash a while back but didn't finish it for some reason. If you've changed the version number then anything with this should override previous ones.

22
Creativity / Re: The new and improved 3D model topic!
« on: June 21, 2013, 03:46:49 AM »
125 faces.
May someone explain to me why there are no animations in first-person?
Some weapons (Sword, Wrench, Bow) are actually fixed in place in first person and use an animation on the model to move. If you change the weapon's eyeOffset, it'll act like the Gun/Spear and move in first person based off the player swinging animations.

23
Modification Help / Re: Player Reverts to Bot Avatar on Death
« on: April 14, 2013, 11:25:47 AM »
It's a bug, I want to fix. It's happened without this onDeath add-on I made, however.
Is any other mod/minigame settings/... refreshing the players' appearance?
Try disabling this mod, all other mods or on a clean installation.
What happens if you use activatePhysics() while alive?

24
Take the arcsin of a random height from -1 to 1, then use that as the elevation? It might make them more evenly distributed vertically.

25
The watches have different first-person and third-person offsets (position from the camera and hand) The watches are invisible in third person because the third person offset is thousands of metres below the ground. The watches used the state system for some controls (charging ticks, readying) which unmounting the image would stop, although that'll work for different cases.

You can see the first/third person effect in some items like the Print Gun and Wrench - in first person, they don't move at all when walking or change position when fired, as compared to the Gun which bobs up and down and shifts when firing, moving bricks, jumping.

26
Since I attempted it ages ago a couple more things have been added to cameras which might be helpful. Since basically nobody else has tried since I decided my old method didn't work, I'll say what I found in about 10min testing just now.

I maintain that the best way to do this would be the equivalent of the Smash TV player. Basically, playertypes have both a cameraVerticalOffset and cameraHorizontalOffset which work as intended, but only one cameraTilt which is vertical. The top-down player can use this to look downwards but there's no similar control for a 2D platformer side angle.

Using a camera's setOrbitMode on a player puts it at a variable distance away from you. (this is the spy camera)
Cameras can now control players e.g. the brick camera events. If in control of an orbit camera, and the camera controls you, the camera stays at whatever angle it was initially and you can move around. So you can at least have a view from the side, this still has 3D control though.
The view correctly adjusts to walls in its way. Since you're not directly controlling the player it shows your name tag.

In terms of automating this (put all players into platformer mode at the start), setOrbitMode appears to obey the minimum/maximum distance settings but whatever transform I set is ignored. The camera always appears on the north/south axis (-y of player) and is directly level with your body instead of from above like default third person.

For a Paper Mario-style view, that's all you need.

For a fixed 2D plane you need some way to stop players from turning or moving sideways, which is still difficult. Setting sideways move speed to zero partially works but holding W+A/D lets you move diagonally, not good. Uncertain how to stop them turning. For it to work well this has to avoid the "put players back in place/set rotation" schedule loop as that just causes lag, looks bad and probably fails if you turn/shoot etc. quickly.

The good news is that putting this together gets a view from the side that doesn't crash when you jump in water, so it's an improvement from my old one.

27
Modification Help / Re: Adding max health on a datablock
« on: December 17, 2012, 02:25:28 AM »
Damage level is amount of damage, not amount of health. You're setting it to have taken (max health + max health + 75 * number of clients) damage, which is always greater than the maximum health, so you die instantly.

Additionally setDamageLevel can't be less than zero for 'increased health' (e.g. 'addHealth' event never increases past the starting amount) - you'd have to make a player type with some upper limit of health and then do the calculation to figure out how much health to take off that total.

28
Suggestions & Requests / Re: Spawn Item Once..
« on: November 18, 2012, 03:37:35 AM »
Well, this could be used for that event setup. That way you can control when it respawns. (Minigame events, some "reset" control, something in-game)

29
Modification Help / Re: Engine Sounds: Not Playing! Help?
« on: October 28, 2012, 03:10:34 PM »
What initially calls Hum17SpeedCheck for a given vehicle?

30
Modification Help / Re: How to cancel %v.player.kill();
« on: September 03, 2012, 03:49:00 PM »
Shouldn't it be setting the schedule when you spawn and cancelling it when you get in the vehicle?

Let me explain.

The guy is on a 90 second timer, right?

When he enters the vehicle, I want that timer to be stopped.

That's what I want.

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