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Messages - Space Guy

Pages: 1 ... 167 168 169 170 171 [172] 173 174 175 176 177 ... 410
2566
Modification Help / Re: Heed's learning to script!
« on: August 10, 2009, 09:25:09 AM »
The statement "%ammo + 1;" doesn't make sense. It's not a variable assignment, it's not setting an object variable so it'll be deleted at the end of the function.

Functions shouldn't end with a semicolon on the last bracket.

The spacing is horrible and makes it hard to read.

2567
Suggestions & Requests / Re: Hinges, Joints, And Motors.
« on: August 10, 2009, 07:37:51 AM »
Having this sort of thing for physics bricks would be neat. ("Hinged Brick" swings on an axis when you walk into it etc., Bullet physics should support this)

2568
Add-Ons / Re: Flashlight - Path illumination to the max
« on: August 10, 2009, 07:21:16 AM »
You should make it so pressing "L" (servercmdLight) with this mod enabled uses the Flashlight instead.

2569
Modification Help / Re: Default Zipping Program
« on: August 10, 2009, 02:59:18 AM »
Right click -> Send To -> Compressed (zipped) Folder

7-Zip is useful for other formats, though.

2570
Suggestions & Requests / Re: A bunch of brick ideas
« on: August 10, 2009, 02:53:41 AM »
Joining a server will not automatically download BLB files like it does for vehicles, weapons, etc.

They will see a cubic brick in the same space instead. (e.g. my inverted corner bricks are replaced with 2x2 bricks, my special print bricks with various plates or 1x1 bricks)

2571
Suggestions & Requests / Re: TANK TRAPS AND HIGGENS BOATS
« on: August 10, 2009, 02:50:48 AM »
Vehicles like sailing straight through bricks and walls, tank traps are useless :cookieMonster:

2572
Suggestions & Requests / Re: A bunch of brick ideas
« on: August 10, 2009, 02:50:20 AM »
They're all possible, it's just that we need BLB downloads before custom bricks become useful...

2573
Modification Help / Re: State system
« on: August 10, 2009, 02:49:17 AM »
Each 'state' comes with several variables to affect what it does. Explanations of each: [X is state number]

General
stateName[X] - Name of the state. This is used in the transitions between states. (see below)
stateSound[X] - Sound played when it gets to this state. Put your "gun shot" sounds here.
stateSequence[X] - Animation played in the model during this state.
stateAllowImageChange[X] - Allows you to change weapons while in this state. You might want to disable this during the "fire" states of your weapon by setting it to false.
stateScript[X] - The function run when it gets to this state. For instance, "onFire" is a pre-coded state which fires the weapon's projectile directly forwards at the speed set in the projectile datablock. You can also code your own functions.

Emitters
stateEmitter[X] - Emitter datablock used during the state. This could be the gun muzzle flash during each fire state.
stateEmitterTime[X] - How long the emitter lasts, in seconds.
stateEmitterNode[X] - Where on the weapon the emitter is shown. muzzleNode, if on the model of the gun, marks its barrel (for where projectiles normally come out), but other points can also be used.

Shell
stateEjectShell[X] - When set to true, the gun will 'eject' a shell from what is specified by the rest of the variables.
These ones don't have state___[X] in them, they are in the rest of the datablock
casing - a debrisData datablock for the shell/casing that comes out.
shellExitDir - 3-Vector Direction relative to the player the shell comes out. "0 1 0" will eject directly forwards.
shellExitOffset - Offset to the weapon's ejectPoint (I think) the shell will come out.
shellExitVariance - Random amount added to either the exit velocity or the offset (I'm not sure)
shellVelocity - Speed at which the shell comes out.

State Transitions
stateTimeoutValue[X] - The time after which the state will 'time out' and call stateTransitionOnTimeout
stateTransitionOnTimeout[X] - The name of the state this will change to after the specified time.
stateWaitForTimeout[X] - When set to true, it forces the weapon to wait for the time before changing any state. (The ones below will happen as soon as it occurs unless this is set)
stateTransitionOnAmmo[X] - The name of the state this will change to if [holder].setImageAmmo(slot,1) was previously set or is called. This can be used for advanced state transitions.
stateTransitionOnNoAmmo[X] - The name of the state this will change to if [holder].setImageAmmo(slot,0) was previously set or is called. This can be used for advanced state transitions.
stateTransitionOnLoaded[X] - The name of the state this will change to if [holder].setImageLoaded(slot,1) was previously set or is called. This can be used for advanced state transitions.
stateTransitionOnNotLoaded[X] - The name of the state this will change to if [holder].setImageLoaded(slot,0) was previously set or is called. This can be used for advanced state transitions.

2574
Modification Help / Re: Bullets wont fire straight ahead
« on: August 10, 2009, 02:46:41 AM »
Post your current code.

2575
Modification Help / Re: Set Damage or Damage Percentile?
« on: August 10, 2009, 02:38:04 AM »
Okay. This requires my Emote_Critical file to be installed for the headshots, if that's okay. (3x damage, like the game. A full charge is required for a headshot to be an instant kill for a Standard Player) The projectile's speed and damage is based off the charge amount. Also includes the "strain" effect after five seconds of being charged and sounds to confirm a hit.

(This was designed to use the Composite Bow model, adjust the animation names and model names to yours)

Add this somewhere in your server.cs file, as well as running Emote_Critical as a required mod.
Code: [Select]
%error = ForceRequiredAddOn("Sound_Blockland");

if(%error == $Error::AddOn_NotFound)
{
   datablock AudioProfile(Block_MoveBrick_Sound)
   {
      filename = "base/data/sound/clickMove.wav";
      description = AudioClosest3d;
      preload = false;
   };
}
(Basically, it runs my Sound_Blockland file or just adds that specific file as a sound)

2576
Modification Help / Re: Dual Rocket not shooting Left
« on: August 10, 2009, 02:31:05 AM »
Add stateScript[4] = "onReload"; to DualRocketImage.

2577
Modification Help / Re: Set Damage or Damage Percentile?
« on: August 10, 2009, 02:29:57 AM »
I made that TF2 bow based on a proper variable charge thing instead of lots and lots of image states. If you want I'll give you the script, it'll work better.

2578
General Discussion / Re: v12 -> v13 Vortex
« on: August 10, 2009, 02:27:30 AM »
v0002 doesn't have arches or glow bricks, you'll never get back!

2579
Add-Ons / Re: Flashlight - Path illumination to the max
« on: August 09, 2009, 12:44:54 PM »
Shouldn't it only light up the area in front of you?

2580
Games / Re: Blockland0002
« on: August 09, 2009, 08:27:59 AM »
Which server is that?

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