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Messages - Platypi

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211
General Discussion / Re: Scenery's BUILDFIGHT
« on: November 26, 2017, 09:51:01 PM »
oh sweet, i cant wait to go around looking at other people's builds, y'know, take in the scenery.
Booooooo

213
The BLG add-on uses jettison very often to send objects.
Oh, nice! I'll consider it tried and true, then.

214
General Discussion / Re: We are able to nominate Blockland on Steam
« on: November 26, 2017, 09:04:42 PM »
if you scroll down on the store page it seems blockland has quite the track record

https://i.imgur.com/LuNj9md.png

anyone know what contests these are from?
This IGF award is likely from the Independent Games Festival, hence the "IGF". Don't know about the others.

215
Suggestions & Requests / Re: Guns from Furdle's Grand Theft Auto?
« on: November 26, 2017, 05:00:57 AM »
Correct me if I'm wrong but I believe the weapons used were just Gravity Cat's raycast weapon pack.
I think that's it. Thanks!

216
Suggestions & Requests / [SOLVED] Guns from Furdle's Grand Theft Auto?
« on: November 26, 2017, 12:03:32 AM »
Does anyone remember what weapon pack Furdle used for his Grand Theft Auto gamemode?

217
Modification Help / Re: Manually Change Image's State?
« on: November 25, 2017, 08:55:41 PM »
you could make use of stateTransitionOnAmmo/stateTransitionOnNoAmmo and then use setImageAmmo(slot,x) to trigger the change (more info here)
Looks promising. I'll play around with it later and see what I can come up with.

218
Modification Help / Manually Change Image's State?
« on: November 25, 2017, 10:45:21 AM »
Is there a way to manually change an image's state? For instance, say I have a spear equipped. Here's it's state code for reference:

Code: [Select]
datablock ShapeBaseImageData(spearImage)
{

...

stateName[0] = "Activate";
stateTimeoutValue[0] = 0.1;
stateTransitionOnTimeout[0] = "Ready";
stateSequence[0] = "ready";
stateSound[0] = weaponSwitchSound;

stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Charge";
stateAllowImageChange[1] = true;

stateName[2] = "Charge";
stateTransitionOnTimeout[2] = "Armed";
stateTimeoutValue[2] = 0.7;
stateWaitForTimeout[2] = false;
stateTransitionOnTriggerUp[2] = "AbortCharge";
stateScript[2] = "onCharge";
stateAllowImageChange[2] = false;

stateName[3] = "AbortCharge";
stateTransitionOnTimeout[3] = "Ready";
stateTimeoutValue[3] = 0.3;
stateWaitForTimeout[3] = true;
stateScript[3] = "onAbortCharge";
stateAllowImageChange[3] = false;

stateName[4] = "Armed";
stateTransitionOnTriggerUp[4] = "Fire";
stateAllowImageChange[4] = false;

stateName[5] = "Fire";
stateTransitionOnTimeout[5] = "Ready";
stateTimeoutValue[5] = 0.5;
stateFire[5] = true;
stateSequence[5] = "fire";
stateScript[5] = "onFire";
stateWaitForTimeout[5] = true;
stateAllowImageChange[5] = false;
stateSound[5] = spearFireSound;
};

Say I am in middle of the Charge state. How could I cut the Charge state short, and skip to the Fire state?

To contextualize my inquiry, I am trying to create an image which can have variable delay. The idea is to have a function that is called before the Charge state which schedules another function which will switch to the Fire state. To vary the delay, I would simply change the delay in the aforementioned state-switching function.

My current solution is to have several copies of the same image with different stateTimeoutValues. For different delays, I switch out different images. But this is very cumbersome, and makes adjusting the delay via preferences even more cumbersome. It is not an ideal solution, so I want to explore this option.

220
Suggestions & Requests / Re: /dab addon
« on: November 25, 2017, 09:20:17 AM »

221
https://github.com/qoh/jettison
Haven't tried this add-on out yet, but it's already making me pre-cum a little.

222
Suggestions & Requests / Re: Increase Player Stepping Height
« on: November 25, 2017, 06:31:49 AM »
Playertype datablocks have a maxStepHeight value, the default being 1 unit
Well that was delightfully simple. Setting maxStepHeight = 1.1 did the trick. Thanks!

223
General Discussion / Re: We are able to nominate Blockland on Steam
« on: November 25, 2017, 06:15:37 AM »

lets do this because odds are no one else has that option for another game
I agree. The "Deadliest Game" award is funny. But there are too many games out there that are more popular than Blockland that will be put under this award. "No Apologies" is probably the most pertinent, though.

EDIT: I've been bamboozled. There is no "Deadliest Game 2008" or "Mac N Cheese" for an award nomination. I am an idiot. RIP

EDIT 2: Oh... there's a write-in. Okay, I'm going with "Mac N Cheese" then. I feel like "Deadliest Game 2008" might not be accepted, since it's an award being nominated in 2017. I mean, "Awarded Deadliest Game 2008, 2017" feels a bit clunky.

EDIT 3: Done.

224
Suggestions & Requests / [SOLVED] Increase Player Stepping Height?
« on: November 25, 2017, 05:00:35 AM »
I swear this has been discussed and solved before, but my Googling is proving futile. But I've seen it done on trench servers before, so I know it's possible.

I'm looking for a way to increase the stepping height for players--"stepping height" being the maximum height a brick can be above a player's feet for them to be brought up to it's height when running into it (i.e. the maximum height of stairs-steps on a staircase). Like many, I find it frustrating on trench games how you can't use trench cubes as stairs. Hence, I want to change the stepping height from 4 bricks units to 5. I would prefer a solution which works for all playertypes. But if push comes to shove, I can always just modify the datablocks of every playertype I wish to use.

EDIT: I should have put this in Modification Help. Sorry about that.

225
General Discussion / Re: Pecon's Technic Fortwars
« on: November 18, 2017, 02:30:54 AM »
I like this. My problem with fortwars has always been that their basically freebuilds with a DM element. This makes it an actual, more immersive gamemode.

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