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Messages - Space Guy

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5446
Help / Re: How do you post your in game screenshots?
« on: October 27, 2007, 03:00:57 PM »
Look in the screenshots folder (located in C:/Program Files/Blockland or wherever you installed the game) for the right one and then attach it to your post using the menu at the bottom.

Use a background of Space-printed identical colour glow print blocks for a uniform background it is easy for card-makers to cut you out of.

Try using the mega shot and then resizing the picture for better quality - then it looks better on the card and won't look bad if you reduce the size so it fits within the forum's limits. (512kb for both attachments, two largest selectable resolution non-mega screenshots go over this)

5447
Suggestions & Requests / Re: deku stick
« on: October 27, 2007, 02:56:51 PM »
It ought to 40 damage (sword +10) since apparently the stick did that in the game. :cookieMonster:

5448
Modification Help / Re: Rotating an object?
« on: October 27, 2007, 02:54:36 PM »
Aww, I was going to try that.

Anyway. The last argument of a projectile's collision is the normal it hits the surface at - 90o (perpendicular) to it, a vector of length 1.

---|
--------

5449
Modification Help / Re: AoT Hook Code
« on: October 27, 2007, 10:21:03 AM »
I finished the code (I was testing earlier), I'll be posting it in a bit.

5450
Modification Help / Re: AoT Hook Code
« on: October 27, 2007, 03:54:53 AM »
When you fire, shoot one 'crate check' projectile, set image ammo to "1" and a player "carry" variable to the crate ID when it hits and use the state system to execute a script every 100ms which moves the crate to the nearest free position in a raycast 4-5 studs away. When you release the trigger, set ammo to 0 and stop the crate being moved.

If you're unsure what I mean (pretty confusing stuff) I could try and make a "gravity gun" weapon using the printer model and a scaled Ball. (I can't model)

5451
General Discussion / Re: Do you really have to flame
« on: October 26, 2007, 06:44:37 AM »
If you don't reply people keep bumping their topics until people DO reply. Usually very angrily.

5452
Help / Re: I port fowarded but...
« on: October 26, 2007, 06:43:18 AM »
Did you do both the router settings and the static IP part of Badspot's guide?

5453
Modification Help / Re: Faded Buttons.
« on: October 26, 2007, 06:39:31 AM »
Badspot uses a transparent-ish GUISwatchCtrl so you can't select anything related to the buttons either. Look at the Join Minigame GUI in F10.

5454
Modification Help / Re: Best Free Modding Program?
« on: October 26, 2007, 06:37:18 AM »
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=7541

You don't know how much to scale the model using the -scale tool tool, though, and there's no reference guide in Sketchup for how to scale it before exporting to .obj.

The test model I made in Sketchup appeared huge when imported into Blender, and models I make in Blender already appear very large in Blockland. A small briefcase turned into a ten story brick.

5455
Modification Help / Re: Modern mod
« on: October 26, 2007, 06:34:40 AM »
Right... What are you making in this?
Quote
So basicly you want someone to make you an rpg and then take the credit?

5456
Modification Help / Re: Best Free Modding Program?
« on: October 26, 2007, 05:57:51 AM »
For experts: Blender.

For those with money: Milkshape 3D, Second Choice: Google Sketchup

Cheapskates who aren't good at modelling: Sketchup Free Version, get the .obj exporter you can download for free, Blender Import, DTS Export

5457
Mapping Help / Re: Problem with fxLight
« on: October 26, 2007, 04:16:17 AM »
Add it to the missiongroup or maybe just use an fxSunLight.

5458
Modification Help / Re: Saving Bricks
« on: October 26, 2007, 04:03:30 AM »
It does load. That's almost exactly the same as the code I used in the Trap Bricks, which save and load except for the Trigger's variables which are different.

5459
Suggestions & Requests / Re: In Game Server Gui
« on: October 26, 2007, 03:04:15 AM »
Code: [Select]
movemap.bindcmd("keyboard",";","canvas.pushDialog(joinservergui);","");
While in-game. From then on, when you push ";", the server GUI will come up.
- Trying to join a server while running your own server will crash you.
- Joining a server while in another server will not clear the player list, so you'll see people on the player list who don't exist. Just scroll down a bit.

That other code would close the server GUI, GMP.

5460
Modification Help / Re: Saving Bricks
« on: October 26, 2007, 03:00:44 AM »
Code: [Select]
datablock itemData(decollideItem)
{
category = "";
className = "";

shapeFile = "base/data/shapes/empty.dts";
mass = 1;
density = 1;
elasticity = 1;
friction = 1;
emap = true;

uiName = "Decollide";
iconName = "";
doColorShift = true;
colorShiftColor = "1 1 1 1";

canDrop = true;
};

function decollideItem::onPickup(%this)
{
return;
}

function decollideItem::onAdd(%this, %item)
{
 Parent::onAdd(%this,%item);
 schedule(100,0,decolcheck,%item,0);
}

function decollideItem::onRemove(%this, %item)
{
 Parent::onAdd(%this,%item);
 schedule(100,0,decolcheck,%item,1);
}

function decolcheck(%item,%on)
{
 %item.spawnbrick.setColliding(%on);
}

Why are you setting colliding to "True" as the item is spawned? Wouldn't it work better if it was made not colliding as you spawn a "Decollide"?

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