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Messages - Platypi

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46
Modification Help / Re: Activate different parts of a brick?
« on: March 09, 2018, 04:30:20 PM »
You cannot assume normals will be some variant or close variant of 0 0 1/0 1 0/1 0 0 as it does return the normal of the surface hit. For example, if your raycast hits a ramp brick or static shape, it will return the normal of the face hit

If you're just dealing with basic normal surfaces (no inclined or oblique surfaces), then you can just round each coordinate value.

If you're only creating triggers for normal surfaces, rounding within 0.001 (or something similar) should provide enough accuracy. Normals that fall outside that bound can be considered inclined or oblique, and simply be ignored. I'm not sure how you could create event triggers for inclined or oblique surfaces without creating an ungodly number of them.

47
General Discussion / Re: older blockland user check-in.
« on: March 08, 2018, 10:26:26 PM »
OP NEEDS to update the list..
Blockland will die again if he doesn't

48
General Discussion / Re: older blockland user check-in.
« on: March 07, 2018, 11:38:12 PM »
zombase? i had given a (probably the only) copy that I had to sephiroth some years back, it should be on his site if it's still up. it didnt come with bl, though to start with I thought plo koon made the mod, but I think rotondo made it
I'd be interested to get my hands on this.

Anyone remember:

Eventing Contests
Renderman Hunts
Trying out Physics
Pool Parties, the ones better than i made.
Mr. LoL's Theatre
Any Mr.L server
All except the last one.

49
General Discussion / Re: older blockland user check-in.
« on: March 06, 2018, 11:04:19 PM »
stuff when did I get this game

2008?
Sounds about right. You're ID is less than 100 under the original account my brothers and I used to share, and I'm almost certain we bought it in 2008.

50
General Discussion / Re: Somebody is hacking my BL Server
« on: March 05, 2018, 11:09:26 PM »
*waits for this to become some kind of stuffty ARG*

51
too bad no one downloads textures and its off by default
It's there for those who care, I guess. I'm the type of person to download textures, so I certainly appreciate it.

52
Modification Help / Re: spawn explosion at transform
« on: March 03, 2018, 08:09:13 PM »
Thanks for opening the thread back up, PhantoOS. Just wanted to put this here for others to see.



Here's the method I found to create explosions at a given position. Basically, you have to create a projectile, and then explode that projectile. So if I wanted a pong explosion, I would use the datablock "pongProjectile" as such:

Code: [Select]
%proj = new Projectile() {
datablock = "pongProjectile";
initialPosition = "1 2 3";
};
%proj.explode();

The vector "1 2 3" would be replaced with your desired position/transform.

I'm not sure if this is the best or most direct way to spawn an explosion. However, the event spawnExplosion seems to do the same thing, as it uses the UIname's of projectiles instead of explosions in its dropdown list. Let me know if you guys have any better solutions.

53
General Discussion / Re: GRASS MOWING SIM - CLOSED RN
« on: March 03, 2018, 12:09:56 AM »
what app type is blockland?
found the range but what type?
FTP, H.323 base, DirectX game, IRC, PPTP or SIP based telephony?
If you're just port forwarding, the app type shouldn't matter. If you router is like mine, then the app type is just for labeling or auto-filling the port range.

54
Add-Ons / Re: Slayer | Progress on bot navigation!
« on: March 02, 2018, 05:31:22 PM »
yes. whats the point of a pathfindind mod if you can't place nodes
I was under the impression that nodes were automatically generated, so manual node placement is optional.

55
Modification Help / Re: static map spawn??
« on: March 01, 2018, 04:36:24 AM »
%array[1] = 5;
%array[2] = 88;
announce(%array[getrandom(1,2)]);
I know you probably did it this way for simplicity's sake. But I feel I should mention that arrays usually start at "0" by convention. So it "should" start at %array[0] instead of %array[1]. That also means %array[getrandom(1,2)] would instead be %array[getrandom(0,1)].

As a token of appreciation heres a pic what I was working on!
https://imgur.com/pSqTdcH.png
It good to see people making maps again! What's the theme, by the way?

56
Modification Help / Re: static map spawn??
« on: February 28, 2018, 07:04:48 PM »
If I use spawn brick wont I have to load the save onspawn or something? and Im not sure how to use an onspawn function, I don't really know how to torquescript well

You'd probably want something like this:

Code: [Select]
$spawnVec = "x y z";

package YourPackage {
function GameConnection::spawnPlayer(%this) {
Parent::spawnPlayer(%this);
%this.player.setTransform($spawnVec);
}
}

activatePackage(YourPackage);

You would want to change $spawnVec to the location of the spawnpoint. To get this, load up the map, find a spawn point you like, and in the console type and execute this code snippet:

Code: [Select]
echo(findClientByName("you name").player.position);

Then replace $spawnVec with the coordinates/vector displayed in the console. There's probably a better way to do this, but this would work. To avoid having everyone spawn in the same place, you could find a couple spawn location, create an array of their coordinates, and have one of them randomly chosen each time a player spawns. I can write up code for this if you would like.

57
Original date: August 19, 2007, 08:29:40 AM
PDF File date: September 03, 2013
Original thread: 20754.0

View/Download PDF File

Have fun.
Neato. Been looking for something like this. Keeping this on my flashdrive as my goto reference.

58
Modification Help / Re: Activate different parts of a brick?
« on: February 28, 2018, 06:43:39 PM »
As far as determining which surface you are looking at, you can use raycasts. I did something like this in Trench Digging Plus. Here's a succinct version of what I did in my code

Code: [Select]
%eyePoint = %client.player.getEyePoint();
%eyeVector = %client.player.getEyeVector();
%pos = vectorAdd(%eyePoint, 100); // You will probably want to tweak the range here; 100 is probably too big for your purposes
%ray = containerRayCast(%eyePoint, %pos, $TypeMasks::FxBrickObjectType);
%brick = firstWord(%ray);
%normal = normalFromRayCast(%ray);

That %normal will tell you what surface the player is looking at. A normal of "0 0 1" indicates the top surface, "0 0 -1" the bottom, and "0 1 0", "1 0 0", "0 -1 0", "-1 0 0" the north, east, south and west surfaces, respectively (I am not sure if these are conventionally considered north, south, east, and west, but it is how I refer to them). One thing to note is that the normal vectors are not always perfect. That is, you might get a vector more like "6.172444e-123 0 1" instead of "0 0 1". If you're just dealing with basic normal surfaces (no inclined or oblique surfaces), then you can just round each coordinate value.



Are you trying to create event triggers, like onActivateTop or onActivateNorth, etc.?

59
Off Topic / Re: Blocklander of the Year 2017 [CONAN]
« on: February 14, 2018, 11:24:30 AM »

60
Off Topic / Re: Blocklander of the Year 2017 [CONAN]
« on: February 12, 2018, 11:38:30 PM »
u shall be assimilated into every fiber of my being
vore

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