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Messages - Space Guy

Pages: 1 ... 390 391 392 393 394 [395] 396 397 398 399 400 ... 410
5911
i mentioned this before
a wide spread paint gun, like a spawn, paints 3 bricks high and would be cool if you use this modle.
(not a weapon but i guess its a good place to start.)
It seems that the spray can actually uses 72 (64 + 8 FX) weapon images, rather than one with the colour changed like in BL0002. To make another type of spraycan, that's 72 more datablocks wasted. That's not even counting the particles for each colour, where each spray has three associated with it - the actual "Spray", the explosion and one more I cannot remember. If you were willing to give up the colour on the spraycan and have the "wide" one always have white particles but colour in whatever colour, it would be less wasteful, but look very bad. It's a shame setSkinName doesn't work any more, not even something like setNodeColor("detail32","1 0 0 1"); would work.

In trying to make the spraycan an item, [image].save("File"); works but the spraycan doesn't show the actual particles, gives Mounted Image errors without changing it to a datablock rather than new ShapeBaseImageData() and has no menu item.

5912
Modification Help / Re: Milkshape.
« on: June 16, 2007, 10:43:39 AM »
%client.player.mountimage(lolhat, $Headslot);

Add a joint on the hat model itself called "mountPoint" or just have the part where you want the hat to be on at (0,0,0) and not add any mount joints.

5913
Modification Help / Re: Particle Acceleration
« on: June 16, 2007, 10:28:38 AM »
Quote
Antimatter, It'll fuel your car! Antimatter + matter = BOOM!!!!!!!
It'll fuel your car while your car starts to be converted into energy and explode. The ten seconds of existing car might be worth it before you explode/dissolve/etc.

5914
Modification Help / Re: Milkshape.
« on: June 16, 2007, 01:39:43 AM »
$HeadSlot

$BackSlot also exists.

These aren't just in RTB, since they are used for things like Emotes on your head.

5915
Modification Help / Re: Item Pickup
« on: June 16, 2007, 01:33:28 AM »
Code: [Select]
function Item::onPickup(%this,%item,%obj,%amount)
{
 if(%obj.variable != 1){commandtoclient(%obj.client,'centerPrint',"\c5Variable not equal to 1.",2);return;}
 if(!(%obj.variable2 > 10)){commandtoclient(%obj.client,'centerPrint',"\c5Variable2 not greater than 10.",2);return;}
 Parent::onPickup(%this,%item,%obj,%amount);
}

You can either add that code as is, changing variable and variable2 for things you set, or replace "Item" with your weapon/tool's "GunItem", "RocketLauncherItem", etc name.

5916
Mapping Help / Re: Loading Picture and Water.
« on: June 14, 2007, 02:35:53 PM »
Try
Code: [Select]
previewImage = "base/data/missions/PickleMap"

5917
Modification Help / Re: Particle Acceleration
« on: June 14, 2007, 01:27:17 PM »
1. You'd need a blade much thinner than the atoms themselves, which would be impossible - the blade itself if made of atoms.
2. Highspeed object + Particles of air = Meteorite = Accelerator In Bits

5918
Help / Re: Reversed Overlap
« on: June 14, 2007, 12:14:18 PM »
Have you recently installed any new addons?

Have you tried reinstalling?

Have you recieved any error messages in the ¬ console? (Left of 1 ! and may be "~" or "¬ ` |")

5919
Modification Help / Re: BrickTOP.png
« on: June 13, 2007, 03:03:31 PM »
Here:

5920
Modification Help / Re: Overall Help
« on: June 13, 2007, 10:54:08 AM »
Try looking at the Team DM mod's "Team Set Gun" - it has nearly everything in that list (making triggers, admin check, etc) execpt deleting it.

5921
Suggestions & Requests / Re: Toy Story!
« on: June 12, 2007, 10:59:10 AM »
'Jets' just use a small impulse applied to you going outwards and two emitters on your feet. Change the datablocks to go to $BackSlot (I think) and then you have jets on your back - a jetpack with some more modifications to particles and an auto-unhidden "Air Tank" pack.

5922
Modification Help / Re: I need a model Making.
« on: June 11, 2007, 03:15:46 PM »
What about the RTB "The Guide" item? Its model is simple enough to work as a book and not look like Lego.

5923
Modification Help / Re: admin/unadmin through scripting?
« on: June 11, 2007, 11:13:04 AM »
clientcmdadminsuccess() is the one used when you enter the admin password correctly. It simply allows the client to open the Admin GUI (instead of password box) and instantly opens it for the client. When you remove admin they will still be able to access the GUI, unchangable, but none of the buttons on it (kick, ban, etc) will function unless they are given it again.

getPlayer(%mode,%player,%id) is a custom function by me -

%mode - 0 = %id uses BL_ID (ex. 130); 1 = %id uses Whole Name (ex. "Space Guy")
%player - 0 = Return Player object (things like inventory, bricks, health); 1 = Return Client object (Things like score, isAdmin, minigame join/leave)
%id - Uses %mode to determine what it checks for - name or BL_ID.

Basically, if you want to kill a certain player then use: getPlayer(0,1,130).kill(); - where my ID is 130.

Also, the function does use a for() loop it's just in a function instead of you having to write the whole loop in the console.

5924
Modification Help / Re: onMount function not working
« on: June 10, 2007, 11:26:52 AM »
Code: [Select]
function swordEImage::onMount(%this,%obj,%slot)
{
if(%obj.client.bl_id == 159)
{
  //If you are Monty (ID 159)
  messageClient(%obj.client,"","ID approved! You are Monty after all!");
  Parent::onMount(%this,%obj,%slot);
}
else
{
  //You aren't Monty
  %obj.kill($DamageType::Self Delete);
  messageClient(%obj.client,"","Only Monty (BL_ID 159) can use this sword.");
}
}

Okay, fixed with the Image thing. Try that code.

5925
General Discussion / Re: Map swap
« on: June 10, 2007, 03:06:02 AM »
Well, yes, as both are based on the Torque Game Engine any map can be ported by copying the terrain files, mission files and any textures over and then going through the mission and removing objects which do not exist in that mod/game. It's perfectly possible to take maps from other games, such as Age of Time or BL0002's Green Hills, and put it in Blockland Retail with no problems except massive downloads for clients - even if they ported the map themselves they won't do it in the exact same way I did and have slightly different files forcing a redownload.

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