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Messages - Space Guy

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31
Modification Help / Re: Security flaw in admin only events
« on: August 28, 2012, 11:44:05 AM »
%output in the eval is still a user input.

32
Off Topic / Re: How secure is /your/ password?
« on: August 24, 2012, 02:16:02 AM »
By the way, there's already a method someone made to crack/guess passwords on how people make theirs easily remembered (words with letters replaced with symbols/numbers, capital letters commonly at the start of words) so things like the xkcd method don't work as well as this might say it would.

33
Modification Help / Re: Variables
« on: August 15, 2012, 11:11:12 AM »
Oh, didn't see that second part. My mistake.

34
Modification Help / Re: Variables
« on: August 15, 2012, 10:52:09 AM »
%object.dump(); puts it in the console instead of a file, as well as listing its class functions.

35
General Discussion / Re: Who has Squideey's old candy flare textures?
« on: August 15, 2012, 03:01:30 AM »
Since the Blockland version with the launcher, you can't install textures like that any more. Use Destiny's User Content mod or set the files to read-only once you've copied them in.

What you're installing is probably the candy textures but they're being overridden when you start the game.

36
Modification Help / (Resource) Torque Script Tool Kit
« on: August 15, 2012, 02:00:49 AM »
I recently found this site which gives script versions of several useful algorithms including dealing with word/record/field strings and an implementation of some SimSet functions listed in Appendix A which aren't in Blockland by default. Some files and functions could be used directly or just give you some ideas.

37
Suggestions & Requests / Re: New brick ownership level: Static
« on: August 12, 2012, 03:46:39 PM »
when you overwrite the function with a blank one, as I'm perscribing, I cannot rewrite the function as I don't know what goes into it.
package staticBricks{serverCmdDPB(){}};
activatePackage(staticBricks);
deactivatePackage(staticBricks);

38
Modification Help / Re: Getting A Brick By It's Name
« on: August 12, 2012, 07:35:01 AM »
Each brickgroup contains a list of these bricks already.

brickgroup.NTnameCount
brickgroup.NTname[num]
brickgroup.NTObjectCount_[name]
brickgroup.NTObject_[name,num]

39
Modification Help / Re: Occasionally mounting to wrong slot
« on: August 11, 2012, 06:17:53 AM »
I made this playertype a while back which might work, try setting the minigame to use it or a variant (if you don't want the dismount/summon thing) or changing the player to it directly.

You should have to use setControlObject to control the horse unless there's a weird override for mounting slot 0 to do with vehicles. You're on its side when doing that becuase slot 0 is your/the horse's main weapon mount.

EDIT: Found it. getMountedObject() isn't using the same ID numbers.

Appendix A
Quote
getMountedObject( slot )

slot – An integer value between 0 and 7 representing a mount slot on this shape.

Returns an integer value equal to the ID of object mounted is slot. If not object is
mounted in this slot, the method returns -1.
Quote
getMountNodeObject( node )

node – A node value between 0 and 31 representing a mount node in the mesh used
by this shape.

Returns an integer value equal to the ID of the object mounted on node. If not object is
mounted at node, this method returns -1.
Quote
Notes
Do not confuse slots with mount nodes. A shape can have up to 32 mount nodes, but only
has eight mount slots. Mount nodes are points on the mesh used by the shape while slots
are used to track how many objects and images are mounted to a shape.

When you jump on a normal horse you are put in mount slot (vehicle seat) 0 which is equivalent to mount node (attach point) 2, so getMountedObject() would say your player is in seat 0.

40
$Sim::Time is in seconds matching the cycle time.

Did you just choose day/night as exactly half the cycle or did you add that "//night" in the file idea?

41
Development / Re: 2012/08/10 - Bugs
« on: August 10, 2012, 11:02:55 AM »
On the Environment menu/sub-menus the "Cancel" buttons don't appear to do anything different to the "Done >>" buttons. (Changed colours don't revert, etc.)

42
The ScriptGroup/ScriptObject classes inherit from the SimGroup/SimObject classes but have onAdd/onRemove callbacks and have "class" and "superClass" internal variables.

Appendix A
Quote
class - A new namespace to place after the object's name and before ScriptObject in the namespace chain.
superClass - A new namespace to place after class and before ScriptObject in the namespace chain.

Some other example
Code: [Select]
new ScriptObject(MyObject) {
class = Bar;
superClass = Foo;
};

function Bar::doSomething(%this)
{
echo("Hi!");
}

This only works with a ScriptObject and not a SimObject. After trying this you seem to have to set the class when creating the object. (setting the variable afterwards doesn't affect which calls are done, which would have been helpful for some dynamic changing behaviour)

The only other Sim___ one I know about is SimSet, which is used like a SimGroup (can loop through it, get count, etc.) except objects can exist in any number of SimSets and only one SimGroup.

43
Modification Help / Re: Hermite interpolation function is loving up.
« on: July 26, 2012, 01:16:17 PM »
What are you expecting to happen?

What results do you get from:
- your function in-game?
- doing the calculations in your function yourself with those arguments?
- doing the calculations in the C++ version yourself?

Are you sure generateCube() works by itself? (Floating bricks, intersecting bricks, fractional arguments)

44
That method would also remove characters 0x0A (line feed) or 0x0D (carriage return) if you're just appending each "line" read from the file so you wouldn't know which character is being removed each time. (or both, Notepad generates newlines with one of each CR-LF)

45
Modification Help / Re: My addon does not show up in the check-box
« on: June 11, 2012, 12:55:58 PM »
but there is a server.cs in the rar. file for my weapon
Blockland reads from ZIP archives or uncompressed folders only. RAR archives won't work.

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