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2686
Suggestions & Requests / Re: Dropable Bricks
« on: September 14, 2013, 01:35:20 PM »
I'm curious why?
Plus, you'd have to have a custom model for every different brick
1x1f,1x2f,1x3f,1x4f,1x8f etc

Albeit you can't(?) give them the proper looping textures, couldn't you scale a single model?

2687
Modification Help / Re: Chrisbot6's Support_Trains (ALPHA 7!)
« on: September 14, 2013, 01:26:34 PM »
Code: [Select]
    function Armor::onAdd(%this,%obj) {
        %data = %obj.getDatablock();
    }

What are you even doing? %data == %this, lol.

2688
Modification Help / Re: [Resource] A* Implementation (Pathfinding)
« on: September 14, 2013, 01:24:23 PM »
As in the player's location (AI's destination) is constantly shifting. Unless the player is stupid and stays in one spot, waiting to die.

Albeit it isn't optimal, there's no problem with recalculating the path every time the player moves and the node closest to them changes.
In fact, my zombie mod does that, and runs just fine even with 30+ zombies at once.

2689
Off Topic / Re: Retron 5: 5-in-one nostalgic game console - Your opinion?
« on: September 14, 2013, 01:22:11 PM »
why cant people just buy the original consoles and not adhere to the whole "le retro gamer REVOLUTION" thing?

maybe because the "original consoles" aren't sold anymore and because most aren't compatible with modern TVs unless you have a metric stuffton of adapters?

2690
Off Topic / Re: should i learn C# or C++
« on: September 14, 2013, 01:17:01 PM »
Especially because Zack0Wack0 and I are on the authors list!

Woah, really? That's pretty cool.

2691
Modification Help / Re: [Resource] A* Implementation (Pathfinding)
« on: September 14, 2013, 01:12:21 PM »
Yeah, I am realizing now that I need some sort of dynamic pathfinding system for SCP-096.

What do you mean by "dynamic"?

2692
General Discussion / Re: Ads on the forum
« on: September 14, 2013, 01:11:06 PM »

2693
oh look, steam trade offers - if only you could make public offers that anyone could search for, not just to single friends

might as well just play pyro

go into console and do "mouse1 forward mouse1 fire"

or whatever the code is and go hardcore w+m1

+attack; +forward

2694
Off Topic / Re: What animals have you always been interested in?
« on: September 14, 2013, 09:12:06 AM »

2695
Modification Help / Re: Chrisbot6's Support_Trains (ALPHA 6)
« on: September 14, 2013, 09:08:37 AM »
Something like this in a package:

function PlayerData::onAdd(%this, %obj) {
   parent::onAdd(%this, %obj);

   if (%this.isTrain) {
      PrimeTrainPhysics(%obj,
         %this.enableEngine,
         %this.drag,
         %this.enginePower,
         %this.engineMax,
         %this.brakes,
         %this.startSound,
         %this.runSound,
         %this.stopSound,
         %this.idleSound,
         %this.hornSound
      );
   }
}

2696
Modification Help / Re: Chrisbot6's Support_Trains (ALPHA 6)
« on: September 14, 2013, 09:05:15 AM »
To add a custom train to the mod (must be a bot vehicle) package:
Code: [Select]
function [DATABLOCKNAME]::onAdd(%this,%obj)
    {
        parent::onAdd(%this,%obj);
        PrimeTrainPhysics(%obj,[ENABLEENGINE],[DRAG],[ENGINEPOWER],[ENGINEMAX],[BRAKES],[STARTSOUND],[RUNSOUND],[STOPSOUND],[IDLESOUND],[HORNSOUND]);
    }
Replace "[DATABLOCKNAME]" with the name of your train's datablock. For the rest of the options:
- ENABLEENGINE determines whether or not the train has an engine that can be started/stopped via chat commands or keybinds.
- DRAG determines the slowdown force that acts on the train when it is coming to a stop.
- ENGINEPOWER determines how hard the train is being pushed forward, and plays a part in determining how fast it gets to full speed.
- ENGINEMAX determines how fast the engine is capable of going. Note that this is relitive to the max speed defined in your bot vehicle's datablock.
- BRAKES determines whether or not your train has brakes usable via keybind or chat commands.
- STARTSOUND, RUNSOUND and STOPSOUND, IDLESOUND and HORNSOUND are the sound datablocks that the train uses. Put "0" to not have sound.

Why not just Support_Trains automatically do that for all bot vehicles with isTrain set to true in the datablock? In addition to that, it'd determine all the above values from the datablock fields.

2697
Modification Help / Re: [Resource] A* Implementation (Pathfinding)
« on: September 14, 2013, 09:01:53 AM »
That would involve object detection - I guess, provided that the bot knew it's end coords, it could do a raycast for objects in front of it, scheduled every second or so. When it does encounter an object, it performs a sweeping raycast finding the nearest possible "exit"; distance greater than the hypotenuse of the triangle it is searching from (i.e. player is looking at something, distance from player to object is leg of triangle; distance from player to object as the angle of the raycast changes is the hypotenuse). It would turn to this direction, pass the other object, and continue moving towards its destination.

This is the most basic of basic pathfinding methods, but it should work for simple structures. I'm sure there's another non-node type that could be implemented with enough time and effort, but not by me. It'd be great if it could map out its route before hand, using the above for unexpected object encounters (i.e. a player).

I've actually been working on a navigation mesh (far more complicated than simple nodegraphs) generator for Blockland. It works perfectly and all, but I'm stuck on generating a minimum set of rectangles from the result, which is needed before it'd actually be practical to use it.

2698
General Discussion / Re: Ads on the forum
« on: September 14, 2013, 05:24:26 AM »
screw you guys


2699
Forum Games / Re: What is the person above you avatar saying?
« on: September 14, 2013, 04:06:59 AM »
"yes"

2700
General Discussion / Re: Ads on the forum
« on: September 14, 2013, 04:03:49 AM »

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