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Messages - Space Guy

Pages: 1 ... 358 359 360 361 362 [363] 364 365 366 367 368 ... 410
5431
Modification Help / Re: Getting filenames.
« on: October 28, 2007, 03:38:27 PM »
Code: [Select]
function servercmdTDMgetPackages(%client)
{
 %open = new FileObject();
 %name = findFirstFile("Add-Ons/Client/TeamDMv4/Packages/*.tdm");
 while(%name !$= "")
 {
  %open.openForRead(%name);
  //File read stuff
  %open.close();
  %name = findNextFile("Add-Ons/Client/TeamDMv4/Packages/*.tdm");
 }
 %open.delete();
}

Because of the way Torque does the file search routine, file searches cannot happen in the Add-On loading procedure, it erases the search and makes the file executing keep looping. I scheduled this function to happen after about three seconds, partly into the loading datablocks. The only downside is that if it echos ("**Loaded: Capture the Flag" or whatever) then it appears in the wrong place.

5432
Modification Help / Re: Rotating an object?
« on: October 28, 2007, 03:13:06 PM »
%obj.client.portalB = new StaticShape()
{
   position = %pos2;
   datablock = PortalB;
   scale = "4 4 0.1";
   rotation = (%normal SPC "90");
};

What happens when you try the 0 instead of the 90?

5433
Modification Help / Re: slash commands
« on: October 28, 2007, 02:54:04 PM »
You can have as many functions as you like in a file. If you release mods then it's best to have similar things in the same file - everything to do with the Gun script is contained in the Weapon_Gun.cs file not spread across the game. The only exception is Support_ files which contain many generic effects for several mods to use.

5434
Modification Help / Re: hand itemicon.
« on: October 28, 2007, 02:42:06 PM »
Why must you already refer to me as "Space BOY"? I generally call you the name you asked to be called, Gikon.

5435
Modification Help / Re: Rotating an object?
« on: October 28, 2007, 02:32:24 PM »
Try setting the rotation to (%normal SPC "0"). If that doesn't work, (%normal SPC "90"). For more info on how these rotations and normals work, refer to Wikipedia. (Two links)

Code: [Select]
function portalgunProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
 //checks for placement
 %portal = new StaticShape(){datablock = PortalBlueData;position = %pos;rotation = (%normal SPC "0");};
 //stuff
}

5436
Modification Help / Re: hand itemicon.
« on: October 28, 2007, 02:24:40 PM »
This forum would probably be right, Gikon.

Radial: Make a Blank Screen* (or go to construct), put the following codes in console:
Code: [Select]
clientgroup.getobject(0).player.hidenode("ALL");
Code: [Select]
clientgroup.getobject(0).player.unhidenode("rhand");
Code: [Select]
clientgroup.getobject(0).player.setNodecolor("rhand","1 1 0 1");
then use Freelook and zoom in to take a picture of your hand. Cut the picture out (use the Magic Wand tool on various editors such as The GIMP or Paint.net) and put it on the light/dark circle background of one of the files in Add-Ons/ItemIcons.

*Make a wall of Print 1x4x4s. Print them to " ". Colour them white or any colour contrasting from those in your image. Glow FX them.

5437
Help / Re: Constant Crashing
« on: October 28, 2007, 02:19:15 PM »
Do you get any specific error (Has Encountered an Error, Buffer Overrun, Abnormal Program Termination), anything in console / console.log (unPackUpdates, etc) or just instant close?

5438
Gallery / Re: MotE App: Reactor Worker
« on: October 28, 2007, 01:13:30 PM »
The rocket itself looks good (like a Lego Miniland build they'd have) but the tower and large fuel store seem a little off. I'm not sure why.

5439
Modification Help / Re: Model animation names?
« on: October 28, 2007, 07:22:10 AM »
As Ephialtes said, the name of the animation can be anything. Just change the statesequence[n] to the name of that animation.

5440
Modification Help / Re: Help:Milk
« on: October 28, 2007, 07:20:38 AM »
100% not %100 on the texture :cookieMonster:

Do MuffinMix's suggestions, and this:
Code: [Select]
AddDamageType("MilkDirect",   '<bitmap:add-ons/ci/Milk> %1',    '%2 <bitmap:add-ons/ci/Milk> %1',1,1);
datablock ProjectileData(MilkProjectile)
{
   projectileShapeName = "./shapes/Milk/milk.dts";
   directDamage        = 10;
   directDamageType  = $DamageType::milkDirect;
   radiusDamageType  = $DamageType::milkDirect;
   impactImpulse    = 1000;
   verticalImpulse    = 1000;
   explosion           = MilkExplosion;
   particleEmitter     = MilkTrailEmitter;

that way it shows the "Milk" CI for both direct and radius damage.

5441
Modification Help / Re: Changing Jet emitters?
« on: October 28, 2007, 07:18:35 AM »
You can change the emitter for all players by defining the emitter playerJetEmitter pointing to a custom particle. The "change your own by /cmd" may be possible but would only work outside of minigames. (Needing new datablocks...)

5442
Modification Help / Re: Caves.
« on: October 28, 2007, 06:16:33 AM »
You could have two copies of the interior, an "entrance" which is just the start with particles making it black and a teleport to the actual cave high up where you can build in it. (Very high up, out of sight. Like Age of Time.)

5443
Help / Re: Lan games not working
« on: October 28, 2007, 05:47:11 AM »
Can you run other internet/LAN games and have your friend join them?

5444
Suggestions & Requests / Re: Gravity Remote
« on: October 28, 2007, 05:34:36 AM »
Make it spawn a large physicalzone with lowered gravity etc.

"plz" is not a word.

5445
Modification Help / Re: slash commands
« on: October 28, 2007, 03:20:14 AM »
Code: [Select]
function ServerCmdColors(%client)
{
messageClient(%client,"","\c00 \c11 \c22 \c33 \c44 \c55 \c66 \c77 \c88 \c99");
}

/colortest does nearly the same thing. (SAdmin only but for some reason messages all)

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