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Messages - Space Guy

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61
General Discussion / Re: Pload's Prison Escape
« on: April 16, 2012, 12:34:51 AM »
So still midnight until 4AM. I checked both yesterday and the day before for four hours from your "might start" time and saw nothing except the locked one once.

62
General Discussion / Re: Pload's Prison Escape
« on: April 14, 2012, 02:26:56 AM »
So in the UK this runs from 4 AM to 6 AM, yet you managed to keep a passworded one up about two hours before midnight through to three hours after I got up in the morning.

I'd donate if it actually got me any closer to playing...!

63
Modification Help / Re: Control Script more problems Observer::onTrigger
« on: January 14, 2012, 04:36:44 PM »
You set the "Controlled" variable on %target (I assume a client object) then test for it on the Observer datablock.

%Target.Camera.Controlled = 1;
if(%obj.Controlled)

64
Why is the loop necessary in the second one? I had something like these which I haven't used much yet:

Code: [Select]
function base10toHex(%num)
{
  %s = "0123456789ABCDEF";
  %num = mFloor(%num);
  return getSubStr(%s,(%num - (%num % 16)) / 16,1) @ getSubStr(%s,(%num % 16),1);
}

function numToChar(%x)
{
  %num = base10toHex(%x);
  eval("%char = \"\\x" @ %num @ "\";");
  return %char;
}

I didn't know that collapseEscape existed for this purpose, so this looks like it'd be shorter:
Code: [Select]
function numToChar(%x)
{
  %num = base10toHex(%x);
  %char = collapseEscape("\\x" @ %num);
  return %char;
}

My solution for the first one was just a few large switch statements (case "\x51": return 81; works with input charToNum("Q")) so whether that's faster than the loop or not I don't know. Incidentally a switch statement errors after about 83 cases and doesn't work.

They should both test for 16*%x + %y otherwise it's getting most of the cases wrong.

65
Console log of it crashing? It might say if there's a problem with the sounds.

Sounds can't have a stereo channel, which might be an issue.

66
Suggestions & Requests / Re: Side Scrolling Player
« on: January 07, 2012, 09:33:02 AM »
The other issue apart from the camera is the movement. Even if you set the sideways movement speed to zero it can still move diagonally. (like that player type posted earlier)

67
Modification Help / Re: BLB Brick Format Reference
« on: December 31, 2011, 11:34:24 AM »
Well, tried it in-game, okay then. That works differently to other 3d programs I've seen.

68
Modification Help / Re: BLB Brick Format Reference
« on: December 29, 2011, 12:28:07 PM »
Place a 32x cube brick. Use the F8 camera and move inside it. You cannot see any of the outside because you are on the opposite side of the face to where the normal points.

This doesn't apply to most transparent bricks so maybe ghost bricks too.

69
Modification Help / Re: On Brick Hit If Projectile
« on: December 04, 2011, 03:51:42 PM »
%col.getDataBlock().Health -= getRandom(1,5);
This and various other statements mean you're checking/subtracting from the Health variable of the shared data of all blocks of that ore, not the specific brick you're hitting. (e.g. hit a copper ore, all copper ore loses 3 health)

%col.Dissapear(%col.getDatablock().regrowTime);
Should be "disappear" - this will just cause a console error and not make the brick actually disappear.

What messages/particle effects do you see in-game when you hit a block?

You're not calling Parent::onCollision somewhere in your modified one (the default projectile collision function) so the pickaxe e.g. won't deal damage or possibly do other neede things.

70
Modification Help / Re: Client Centerprint
« on: December 04, 2011, 03:43:03 PM »
"input it in the console" won't work because %client hasn't been set, so it's not sending the message to anyone.

findClientByName("Aide33").centerPrint("Hello",3); will display that message for one client whose name best matches the one given. This is the same method the Client->CenterPrint event uses.

71
Development / Re: 11/13/2011 - Blockland r1486 - Alt+Tab/Vsync Fix
« on: November 13, 2011, 04:41:18 AM »
If it's being sorted by subject wouldn't "2011/11/13" work better? Otherwise next year this month's updates show before any others.

72
Modification Help / Re: Strip Trailing Zeros
« on: November 13, 2011, 04:38:41 AM »
scriptObjectName.doSomething() calls successfully.
"scriptObjectName".doSomething() is syntax error.

==> new ScriptObject("named");
==> echo("named".getID());
5896

73
Quote
What if an integer troll makes the game divide by zero?

I just tried 2.25
%multi = 2 / (3-2.25) = 2.666667

That's only half of it - look at the "return" statement.

mFloatLength(%width * %multi,0) : mFloatLength(%multi,0)
mFloatLength(2.25 * 2.666667,0) : mFloatLength(2.666667,0)
mFloatLength(6.00000075,0)      : 2
                              6 : 2


(actual string "6:2" returned)

74
Modification Help / Re: Sword not shooting projectiles at all
« on: June 18, 2011, 02:57:44 AM »
Why have you commented out stateScript[3] = "onFire"; - it needs that to work. Even if you're not making a custom onFire function you'll need a state with that so it uses the default WeaponImage::onFire function.

The problem could also be with the rest of your states if it's still not working after that.

For the second post, the default WeaponImage::onFire function goes something like this: (from the TGE weapon example and a bit for scaled-up projectiles)
Code: [Select]
function WeaponImage::onFire(%this,%obj,%slot)
{
%projectile = %this.projectile;

if(%this.melee)
%initPos = %obj.getEyeTransform();
else
%initPos = %obj.getMuzzlePoint(%slot);

%muzzleVector = %obj.getMuzzleVector(%slot);
%scale = getWord(%obj.getScale(),2);
%vector1 = VectorScale(%muzzleVector, %projectile.muzzleVelocity * %scale);

%objectVelocity = %obj.getVelocity();
%vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor);

%muzzleVelocity = VectorAdd(%vector1, %vector2);

%p = new (%this.projectileType)()
{
dataBlock        = %projectile;
initialVelocity  = %muzzleVelocity;
initialPosition  = %initPos;
originPoint      = %initPos; //it's in the Tank, not sure if needed
sourceObject     = %obj;
sourceSlot       = %slot;
client           = %obj.client;
};

if(isObject(%p))
{
%p.setScale(%scale SPC %scale SPC %scale);
MissionCleanup.add(%p);
return %p;
}

return -1;
}
It's not exact but should work in the same way for however you need to edit it.

75
General Discussion / Re: TDM lives
« on: June 04, 2011, 03:02:35 AM »
It's the same way "integer" fields work in the events menu.

I think you can also just type the '1' after the 0 and it'll correct itself.

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