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Messages - Space Guy

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271
Creativity / Re: The new and improved 3D model topic!
« on: December 20, 2010, 01:45:55 PM »

:3
I like the really shortened Gun handle one.

272
Modification Help / Re: Getting the items a player is holding
« on: December 19, 2010, 03:57:59 AM »
Apparently Gravity Cat was still able to do it after that, but I don't know how.

273
Games / Re: Minecraft; Beta Coming: December 20, 2010
« on: December 17, 2010, 05:42:35 AM »
Join ottospark's server:

173.16.67.240
Advertising it like that really doesn't help when there's a whitelist required anyway.

274
Off Topic / Re: My Mother has very illogical views.
« on: December 17, 2010, 05:32:39 AM »
Yes he cares a lot about you and me. Maybe its time for your mom to return to him, and live a better life. Think not that she is suffering but think that she has lived a good life, raised you and any other possible siblings. Be thankfull for the time you have had with her. I could not even begin to imagine how I would feel if the same thing happened to my mom, and I'm sorry for the state she is in.

Sometimes the innocent must suffer in order to punish the wicked. Is it not gods right to govern the universe? We might suffer for the short time we have here but those who stay righteous will reap the rewards in the life to come. With out the knowledge of my savior and his father, life would be empty for me.
Sometimes the innocent must suffer in order to punish the wicked.
must
So I heard this God of yours was all-powerful and such. Why "must", exactly?

275
Modification Help / Re: Getting the items a player is holding
« on: December 15, 2010, 11:48:33 AM »
Players do not "pick up" item objects - the only thing stored is the datablock. When you walk into the item spawned on a brick it stays there, just turns transparent for a few seconds.

276
You cannot add things to the player list ever since Truce started making fake "Badspot joined the server" plus bots and chat messages.

277
Suggestions & Requests / Re: Packaged player kill function
« on: December 12, 2010, 07:49:49 AM »
Which is what mine does - 6x maximum health.

278
Clan Discussion / Re: ~{L'etranger}~ - Team Fortress 2
« on: December 12, 2010, 06:00:16 AM »
Exactly how many members do you have? The blacklist appears to be more popular than your actual clan.

279
Suggestions & Requests / Re: Packaged player kill function
« on: December 11, 2010, 03:40:06 PM »
Don't use the onCollision function to do that. That breaks all sorts of minigame checks.

Projectile::damage

Code: [Select]
function Dodgeball_Projectile::damage(%this,%obj,%col,%fade,%pos,%normal)
{
   if(%this.directDamage <= 0)
      return;

   %damageType = $DamageType::Direct;
   if(%this.DirectDamageType)
      %damageType = %this.DirectDamageType;

   if(%col.getType() & $TypeMasks::PlayerObjectType)
   {
      %scale = getWord(%col.getScale(), 2);
      %directDamage = %col.getDatablock().maxDamage * 6 * %scale;
      
      %col.damage(%obj, %pos, %directDamage, %damageType);
   }
   else
   {
      %scale = getWord(%obj.getScale(), 2);
      %directDamage = 5 * %scale;
      %col.damage(%obj, %pos, %directDamage, %damageType);
   }
}
Does (6 x maximum health) damage to players. (in case of "Overheal" "armor" whatever) It should use the correct CI and everything.

Does a tiny amount of damage to vehicles.

Note that ".kill()" just does 10000 or so damage fixed.

280
Scaling appears to allow you to increase the speed but only up to the 200 maximum e.g. a Gun bullet goes at 65 speed, x2 scale makes it 130, but Kaje's sniper bullets (200) won't go any faster.

281
Modification Help / Re: help needed on raycasts
« on: December 10, 2010, 12:50:46 PM »
To make a weapon use raycasting, you put the script file Support_RaycastingWeapons.cs in with your Add-On (can be found in various places e.g. TF2 Basic Guns, Tier+Tactical), exec() it then add several of these attributes to the ShapeBaseImageData weapon you want to use it:

raycastWeaponRange - Required. The distance it fires for e.g. flashlight doesn't work at long distances.

raycastWeaponTargets - What it collides with. Use this to make it go through players and only shine on walls:
Code: [Select]
   raycastWeaponTargets =
                   $TypeMasks::StaticObjectType |
                   $TypeMasks::TerrainObjectType |
                   $TypeMasks::VehicleObjectType |
                   $TypeMasks::FXBrickObjectType;

raycastExplosionProjectile - A Projectile datablock. You cannot directly spawn "Explosion" objects for particles/lighting effects so if needed use a 10-20ms lifetime projectile.

raycastDirectDamage - Unimportant for a flashlight.
raycastDirectDamageType - Same.

raycastSpreadAmt - This causes the ray to have a random spread.
raycastSpreadCount - Number of rays to fire per shot.

raycastTracerProjectile - Optionally fires a different projectile datablock down the path of each shot.

This affects WeaponImage::onFire so if your gun uses a modified firing method (e.g. the Gun's "move hand up" animation) then you must call Parent::onFire(%this,%obj,%slot) or it won't work.

You can also adjust your weapon's ::onHitObject or ::onRaycastDamage functions (arguments %this,%obj,%slot,%col,%pos,%normal,%shotVec) similarly to Badspot's Projectile::onCollision/onDamage functions to have different effects on hit.


One thing is that the last flashlight made in this way (with a short-lived explosion with a light radius wherever you aimed it) kept flickering if there was any lag at all.

282
An AIConnection will override the automatic bot functions if it's controlling the AIPlayer instead. Either remove control or use AIConnection::setTrigger and AIConnection::setMove to get it to do things. (These set directly "is moving forwards", "turn left at 3 units per second") rather than "walk to this point")

283
Off Topic / Re: Dumbest thing you ever did on the internet.
« on: December 07, 2010, 01:39:10 PM »
Started using it.

284
What, only one?

There's an odd file extension which is what Windows uses to actually make a folder into a link to the Recycle Bin.
If extracted, these are actually Recycle Bins.
Coincidentally these extra links can be deleted.

285
Modification Help / Re: Screwed-up Script. I require assistance.
« on: December 06, 2010, 10:53:57 AM »
You still have the test for %obj.toolAmmo[%obj.currTool] != 0 before it changes. You never set the ammo amount (since you've removed everything to do with that) so it's always going to be a blank string ("") which equals 0 in value. Therefore it'll never change to the iron-sight.

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