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Messages - Space Guy

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46
Modification Help / Re: Bullets go through walls.
« on: June 10, 2012, 03:06:46 PM »
I'm pretty sure projectiles don't have a collision mesh. Pong balls/rockets etc. don't have any width even when scaled up, they only do short ray-tests every tick.

Setting a projectile's arming delay can cause it to go through walls sometimes.

47
Modification Help / Re: Return and Else Scripts
« on: June 10, 2012, 01:34:27 AM »
It will only attempt to clear the client's data if they either don't exist or they're not part of the RP.

48
General Discussion / Re: Super bow
« on: June 08, 2012, 04:26:17 AM »
This was used in Blockland v0002, I think the Bow (and other weapons in the original RTB mod) had a slightly faster firing rate when you had a quiver on. Most of that is to do with the original Blockland/Torque engine item select methods (Press a number to use and the same number to put away instead of the scroll bar)

49
Modification Help / Re: Swapping Inventories Problem
« on: June 06, 2012, 04:39:59 AM »
The official documentation call this syntax "arrays". It's usable as an array therefore it's helpful to call it one in this case.

50
Suggestions & Requests / Re: Increased schedule limit
« on: June 06, 2012, 04:38:22 AM »
There's already a few badly coded events/combinations of unrelated mods which let you form 0-ms event schedules. If there were no hardcoded limit these would probably instantly crash servers if abused.

51
Modification Help / Re: Swapping Inventories Problem
« on: June 06, 2012, 04:29:18 AM »
The square brackets - that's how arrays work in most languages...

The lines at the end %client.player.BDtool = ""; will not clear any of the arrays. It would be better to store the BDtool, naToolCount, etc. as local variables which are cleared at the end of function scope automatically.

msgItemPickup requires that you use the ID of an item (nameToID(%item) / %item.getID()) which might be why they aren't working correctly.

52
Modification Help / Re: When A Player Steps Off A Brick
« on: June 05, 2012, 03:16:14 PM »
Code: [Select]
registerInputEvent("FxDTSBrick","onPlayerFirstTouch","Self fxDTSBrick" TAB "Player Player" TAB "Client GameConnection" TAB "MiniGame MiniGame");

package onPlayerFirstTouch
{
function FxDTSBrick::onPlayerTouch(%obj, %player)
{
if($Sim::Time - %player.lastTouchTime[%obj] > 0.3)
%obj.onPlayerFirstTouch(%obj,%player);

%player.lastTouchTime[%obj] = $Sim::Time;

return parent::onPlayerTouch(%obj, %player);
}

function FxDTSBrick::onPlayerFirstTouch(%obj, %player)
{
$InputTarget_["Self"] = %obj;
$InputTarget_["Player"] = %player;
$InputTarget_["Client"] = %player.client;

if($Server::LAN)
$InputTarget_["MiniGame"] = getMiniGameFromObject(%player.client);
else
{
if(getMiniGameFromObject(%this) == getMiniGameFromObject(%player.client))
$InputTarget_["MiniGame"] = getMiniGameFromObject(%obj);
else
$InputTarget_["MiniGame"] = 0;
}

%obj.processInputEvent(onPlayerFirstTouch, %player.client);
}
};
activatePackage(onPlayerFirstTouch);

At least for "on first touch" you don't need triggers or schedules.

(Note that onPlayerTouch only registers for one player at a time. If you step on a brick then someone else jumps on and off it can count as you leaving it in between - this way is consistent with how events work but not other uses e.g. capture points which check multiple players)

You might be able to save one timer/last touched brick instead of one variable per brick unless one player can trigger touch events on two bricks at once.

53
I'd first heard the jump sound in this game. (the duck in the tutorial)

54
Modification Help / Re: Mission Editor
« on: May 12, 2012, 04:27:36 PM »
It is a clientside add-on.  It's always enabled unless you run a dedicated server. Start Blockland and hit F10 to see if the GUI Editor is there, if it is then the Mission Editor should work when you start a server too.

55
Oh, I misunderstood the question. The cross product of two vectors is one perpendicular to both, so that of the forward vector and 0 0 1 would be to one side of the player - I don't know which side but should be the same right/left hand each time and easier than the trigonometry.

vectorCross("0 1 0","0 0 1") = "1 0 0" (+Y and +Z -> +X)
vectorCross("1 0 0","0 0 1") = "0 -1 0" (+X and +Z -> -Y)

vectorCross("0 0 1","0 1 0") = "-1 0 0" (if you wanted to generate the opposite hand direction, swap the arguments or scale the vector by -1)

56
%player.getForwardVector() returns a length 1 vector along the XY axis in the direction the player is facing.
%player.getEyeVector() returns a length 1 vector in the direction their head is facing. (including looking up, to the side if they use free-look)

57
General Discussion / Re: Pload's Prison Escape
« on: April 26, 2012, 12:50:28 AM »
Still goes up at exactly midnight for me.

58
General Discussion / Re: Blockland has a few mistakes.
« on: April 20, 2012, 04:59:14 PM »
With default add-ons, both the Alarm light and Rounds category have the correct names.

59
General Discussion / Re: What exactly was Return to Blockland?
« on: April 20, 2012, 02:16:39 PM »
Before Blockland sold for money, RTB was a total conversion of the base game to add more block types, paint colours (which used to be harder to add as they needed multiple textures each instead of a line of text) and weapons, as well as multiple server features that ended up being added to the full game. (some permissions became the trust system, a server gamemode is now the minigame system) I think you also couldn't save builds before RTB/other mods added it, I might be wrong.

Currently RTB an add-on for standard Blockland which adds an in-game mod downloader, instant message system and a few dedicated server administration features.

60
Suggestions & Requests / Re: Buildable vehicles that wouldn't lag.
« on: April 16, 2012, 03:50:37 PM »
what about mounting bots that look like bricks to it? similar to the tank turret
You would need a mount-point in every possible position for a brick to go. Adding thirty bots to the server for one vehicle doesn't seem like a good idea.

It could be done like the player's avatar - have a cuboid of 1x1 brick nodes on the model that you can hide/show/colour as needed. It wouldn't be very customisable though. (Shaped bricks would require having an entirely new set of nodes per kind. Mountpoints still have to be pre-set in some way. (it'd basically be a jeep that some bits turn invisible on) and I don't think nodes stop it colliding with projectiles etc. (if in one configuration you can have a screen in front of the driver things would hit it even if it's not placed)

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