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Messages - Space Guy

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3466
Modification Help / Re: Mods that break Variable/Conditional Events
« on: December 03, 2008, 03:03:53 PM »
It could potentially be the version, I think the first released version of Rotondo's setAppearance did break other event mods.

3467
General Discussion / Re: vault door
« on: December 03, 2008, 11:16:40 AM »
Found the manhole cover one.

http://uk.youtube.com/watch?v=RC8NxDrmuAc

3469
Suggestions & Requests / Re: portal turrets
« on: December 02, 2008, 04:02:04 PM »
The Turrets should be physics vehicles or something to let them be knocked over.

3470
Modification Help / Re: Admin only...
« on: December 02, 2008, 03:58:48 PM »
So what does the parent of it, being onTrigger, return?

Torque FPS Example code:
Code: [Select]
function Armor::onTrigger(%this, %obj, %triggerNum, %val)
{
   // This method is invoked when the player receives a trigger
   // move event.  The player automatically triggers slot 0 and
   // slot one off of triggers # 0 & 1.  Trigger # 2 is also used
   // as the jump key.
}

Unless Badspot has edited it, absolutely nothing.

Also, I posted an answer on your identical topic on the RTB forums.

3471
General Discussion / Re: Need good persuasive blocklanders!
« on: December 02, 2008, 03:55:39 PM »
From your IP address, I can now determine that you live somewhere in Washington, USA.

That cuts it down to 6,395,798 people to look through now. Hmm.

3472
General Discussion / Re: ► V10 Bugs
« on: December 02, 2008, 01:10:36 PM »
Probably posted before, but playSound doesn't work when the brick has ray casting disabled.
That's supposed to happen, I think. Although it might make more sense for it to be when rendering is disabled, like spawning projectiles.

3473
Suggestions & Requests / Re: Left 4 Dead weapon set?
« on: December 02, 2008, 12:26:12 PM »
I believe Wedge made an edit to both the model and script of the Sniper Rifle to make a more civilian-ish Hunting Rifle. (With no scope, less damage and different reload)

3474
Suggestions & Requests / Re: -Inorder event
« on: December 02, 2008, 12:24:36 PM »
You could use setEventEnabled, toggleEventEnabled or combinations of the Variable Events to achieve this.

Don't just ask for the Automatic "do everything I want" event, be creative with existing ones.

3475
Faces, Decals, Prints / Re: TF2 skins
« on: December 02, 2008, 11:18:22 AM »
http://returntoblockland.com/forums/download.php?cmd=viewFile&id=209

"Sweater, Camo, Tuxedo, and three TF2 decals."

3476
General Discussion / Re: Blockland on the iPhone?
« on: December 02, 2008, 11:12:28 AM »
correct.
http://www.garagegames.com/products/torque/iphone/
Wow, they're porting Torque to everything these days...

In any case, Badspot would have to redo all the engine modifications he's done to the Windows and Mac versions of TGE for the other platforms. There's a good chance that something would end up even slightly different on one platform over another which ends up breaking game code or Add-Ons. It's probably not worth the effort.

3477
Help / Re: Respawning
« on: November 30, 2008, 12:23:12 PM »
If you have used the Mission Editor while hosting a server, it can break respawning.

3478
Forum Games / Re: Blocko RPG V1!
« on: November 29, 2008, 02:52:33 PM »
Apply the third hand you have in your inventory to head

3479
Drama / Re: "Badspot's V11 Beta Server"
« on: November 29, 2008, 01:35:53 PM »
The 'information' button in the Join Server menu.

3480
Modification Help / Re: Torque uses?
« on: November 29, 2008, 12:52:45 PM »
The mission editor comes with your game, but it isn't enabled by default. Change the shortcut to Blockland (if you have one) by editing the properties and adding "-mod editor" after the Target path.

If you happen to use Windows:

On Windows Vista, it should look like this:
Code: [Select]
C:\...whatever path to the file you have...\Blockland\Blockland.exe -mod editor

On Windows XP, it should look like this:
Code: [Select]
"C:\...whatever path to the file you have...\Blockland\Blockland.exe" -mod editor

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