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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
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oh sweet, i cant wait to go around looking at other people's builds, y'know, take in the scenery.Booooooo
NoAnd here I thought it'd be a nuke that took us out.
https://i.imgur.com/L8mB0u9.png
https://i.imgur.com/JWWOScg.png
https://i.imgur.com/WJL6mwI.png
Weird stuff is happening
https://i.imgur.com/y8vjkty.png
https://i.imgur.com/EMvmJ3V.png
https://i.imgur.com/FYQw2Ot.png
The BLG add-on uses jettison very often to send objects.Oh, nice! I'll consider it tried and true, then.
if you scroll down on the store page it seems blockland has quite the track recordThis IGF award is likely from the Independent Games Festival, hence the "IGF". Don't know about the others.
https://i.imgur.com/LuNj9md.png
anyone know what contests these are from?
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!
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.
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;
};
https://i.imgur.com/RDUsaMr.pngIs this your final form?
https://i.imgur.com/R9qgPF0.png
It's getting worse...
https://github.com/qoh/jettisonHaven't tried this add-on out yet, but it's already making me pre-cum a little.
Playertype datablocks have a maxStepHeight value, the default being 1 unitWell that was delightfully simple. Setting maxStepHeight = 1.1 did the trick. Thanks!
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.
lets do this because odds are no one else has that option for another game