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Messages - Space Guy

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286
Off Topic / Re: Birthday C:
« on: December 04, 2010, 02:26:36 PM »




...

All of these on the first page hurts my eyes :cookieMonster:

287
Off Topic / Re: Spanish woman claims to own the Sun.
« on: December 02, 2010, 12:50:11 PM »
I own gravity, if you use it you have to pay me!
I claim the electrostatic force. I'll only charge £1 per interaction.

You there, you're not sinking into the ground. That means you're colliding with things. Pay up.

288
Completely untested, but try something like this:

function cheating(%x1,%y1,%x2,%y2)
{
   %v1 = %x1 SPC %y1 SPC 0;
   %v2 = %x2 SPC %y2 SPC 0;
  
   %l1 = vectorLen(%v1);
   %l2 = vectorLen(%v2);
  
   %dot = vectorDot(%v1, %v2);
   %cos = %dot / (%l1 * %l2);
  
   %angle = mACos(%cos) * 180 / 3.14159 ;
   echo(%angle);
}


There's automatic functions to do most of these.

For your specific code, it may be the line mSqrt(%asquared*%bsquared) - for Pythagoras you add the two other squares, not multiply them.

289
Modification Help / Re: Mission Editor
« on: December 02, 2010, 06:17:25 AM »
Hey Space, since I have a Mac, would it be possible to open it up using a console command?
Looking at the code it adds "cmd m" for the Mission Editor or "cmd g" for the GUI editor.

If those don't work use toggleEditor(1); or GuiEdit(1); .

290
Off Topic / Re: Snowing
« on: December 01, 2010, 03:02:44 PM »
Here's one of the pretty awesome pictures I ended up with. This was taken six hours ago and it still looks the same now.


291
Off Topic / Snowing
« on: December 01, 2010, 02:53:53 PM »
At least for me here in the UK, it's snowing really deep. My school decided to close for the rest of the week so that's a bonus.

(can't see a similar one on the first few pages so I'm posting one for a change)

292
General Discussion / Re: Revisiting the "Visible Lights Issue"
« on: December 01, 2010, 08:03:44 AM »
The argument could be applied to any number of graphical/quality settings in the game.

  • Limited number of lights
  • No native anti-aliasing
  • Highly restricted draw distance
  • Limited number of "physics" bricks at a time
  • Limited events
  • Limited bricks
The last four of those are editable in the options, though.

293
Gallery / Re: Salvage Mod: Apocalypse
« on: December 01, 2010, 06:24:13 AM »
I had removed the permanent weapon spawns very quickly after implementing them, because a lot of new players wouldn't even bother attempting to build a base.
Right now new players have no option to build a base because they have nothing to build a base around. You can still build up something with non-permanent Gun and Pill items, as well as the vehicles, but having to defend things like the Minigun seems better than them being moved into the sky and only two players having fun until the rest quit.

Also, exactly why is the Light disabled?

It'd be nice to have dropping weapons (single ones) on death so there's at least a reward for hammering the people who hoard them. I've done it like five times now.

294
Modification Help / Re: Mission Editor
« on: December 01, 2010, 02:43:36 AM »
Put this in your Add-Ons folder
Start the game
Press F10 (a GUI editor should come up, press F10 again to close)
Start a Single Player server
Press F11 once you spawn (the Mission Editor should come up, press F11 again to close)

295
Suggestions & Requests / Re: Raycasting Assault Rifle
« on: December 01, 2010, 02:12:22 AM »
Just saying that as an example of it being possible to make raycasts with falloff.

296
Creativity / Re: The new and improved 3D model topic!
« on: December 01, 2010, 02:07:45 AM »
The roosterpit of the old one plus the arms/legs of the new one would look great.

297
looking at the code, it just does a check on every weapon's direct damage. i don't want to have to go through and remove this from everything. why wasn't it rtb toggableable in the first place?
I did try adding a toggle for it then Bushido removed it in his next version. So yeah.

(It alternated between the current version, "Reduced knockback and non-1hitkill shotguns" and "Increased a bit for killing zombies")

298
Suggestions & Requests / Re: Raycasting Assault Rifle
« on: November 30, 2010, 11:03:44 AM »
The Buster Gun raycasts and has damage falloff at range. (and a very limited range to start with)

299
Modification Help / Re: Stopping Power
« on: November 30, 2010, 11:00:40 AM »
(Headcrab Zombie:)

push/popDatablock is a custom function I made for adding/removing player types on a stack to avoid errors like the Old-School Rifle making everybody a Standard Player from the minigame rather than e.g. team settings, custom class settings.

WeaponImage::onHitObject is part of my raycast weapons system, it's not a standard function. (The Hammer and Wrench do use a similarly named one, though)

(Khain:)

With the push/popDatablock, are you actually executing the AltDatablocks file?

The problem you're getting is missing the %slot argument to onHitObject, it's trying to check if "weapon slot 0" is a player/apply datablocks to it. Use BigKillImage::onHitObject(%this,%obj,%slot,%col,%pos,%normal,%shotVec,%crit).

onHitObject is what happens when the shot connects with anything, but it'd be better to use BigKillImage::onRaycastDamage (same arguments as onHitObject) as that's when it actually should hurt something. It's the equivalent of editing Projectile::damage versus Projectile::onCollision.

300
Drama / Re: forget this.
« on: November 27, 2010, 12:53:33 PM »
I'm quiting this piece of stuff game.
You may see me on blockland

I'm never getting on the forums again.
I will be posting on here

This is what we call "severe lack of willpower".

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