Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Nitramtj

Pages: 1 [2] 3 4 5 6 7 ... 98
16
Suggestions & Requests / Re: Blockland mod market system?
« on: March 05, 2013, 10:12:06 AM »
Theres nothing wrong with the idea that mod makers should be able to make money off of their mods. Some have spent an enormous amount of time into them, me being one. However, Blockland just doesn't have the right setup for that.

If you're going to charge for an add-on, it needs to be a small price. Also, it needs to only be for people who want to host with it. Now the problem is, the Blockland hoster community isn't large enough to support a small fee. You also need to acknowledge that most people will not want to pay. For those who have jobs, it won't be a problem, but most people here don't. Their parents also aren't going to just dump money on the game they already purchased.

If the game was large enough, even if you still had these issues, you might get enough people to buy your mod so that it's worth it. Otherwise, the revenue you make wouldn't be worth the time that needs to be invested to actually make a good mod. Once you're working professionally, you get paid at least $20 an hour. To make a good mod on here you need to put in several days worth of work. Just one day of concentrated work would be over $100. The mods I'd pay for probably have months of work put into them (I'm not paying for a weapon or vehicle.)

17
Modification Help / Re: Coding challenge?
« on: March 05, 2013, 09:32:09 AM »
I'm very interested in a coding challenge, whether its making external tools or a in game mods. I like all the ideas in the thread so far, especially the noncombat focused gamemode one. I'd be willing to donate too once I know the challenge.

Heres a suggestion off the top of my head, you should probably not make it part of the first challenge since it requires people to stick around:
You could have one challenge with multiple rounds. Each round would build off scripts in the previous one with the idea being that you'll make something interesting using all the previous scripts in the last round So say, we want to make a movie studio mod. Each round would potentially be making different types of bot actions. Another would be making a gui to control the bots. The final round would be putting the gui and bots together, maybe adding save/loading support to the scripts.

18
General Discussion / Re: Nitramtj is back?
« on: March 04, 2013, 04:01:26 AM »
Yea I'm still here. I don't always play because I'm busy with school, but I've been recently.

Just in case you're wondering, I'm working on spacebuild in the server. That building on the right will be the new build area, the structure you see on the white baseplates to the left is stacked inside the building. The rest of the bricks are from Port's server, where I originally started building this.

19
Modification Help / Re: Get Relative Velocity
« on: February 23, 2013, 06:41:11 PM »
A relative velocity vector is normally one velocity relative to another, which is a concept you would learn in a physics class. In this thread, it's basically converting a vector from one coordinate system (the world) to another (the player's.) It's basically rotating the vector.

20
Modification Help / Re: Get Relative Velocity
« on: February 23, 2013, 06:11:46 PM »
Here is code to get the relative velocity vector.

Code: [Select]
function relativeVelocity(%dirVec, %velVec)
{
%pi = 4 * mAtan(1, 1);
//get the magnitude of the horizontal componenet of the velocity
%horMag = VectorLen(getWords(%velVec, 0, 1) SPC 0);

//the angle the velocity is being calculated from
%dirAng = mATan(getWord(%dirVec, 1), getWord(%dirVec, 0));

//the angle of the velocity with respect to the world
%velAng = mATan(getWord(%velVec, 1), getWord(%velVec, 0));

//get the relative angle of the velocity
%relAng = %velAng - %dirAng + %pi/2;

//Get the cartesian (x, y) values from the angle, scale it by the horizontal magnitude of the velocity, add the vertical component
%relVec = VectorAdd(VectorScale(mCos(%relAng) SPC mSin(%relAng) SPC 0, %horMag), "0 0" SPC getWord(%velVec, 2));
}

Edit: Made a small fix to the method.

21
Did the server just crash?

22
Modification Help / Re: Making bots jump
« on: January 27, 2013, 07:35:16 PM »
A lot of methods were added to bots somewhat recently, you can now make a bot jump by simply calling setJumping(true) on it.

For future reference, here is a dump of of AIPlayer's methods (as of Jan 27, 13)
Code: [Select]
Methods:
  ActivateStuff() -
  AddHealth() -
  addScheduledEvent() -
  AddVelocity() -
  applyDamage() - (float amt)
  applyImpulse() - (Point3F Pos, VectorF vel)
  applyRepair() - (float amt)
  burn() -
  BurnPlayer() -
  cancelEvents() -
  canCloak() -
  ChangeDataBlock() -
  checkDismountPoint() - (Point3F oldPos, Point3F pos)
  clearAim() - ()Stop aiming at anything.
  clearBurn() -
  clearControlObject() -
  clearEvents() -
  clearInventory() -
  clearMoveDestination() - ()
  clearMoveX() - ()Clears strafe movement for an AI object.
  clearMoveY() - ()Clears forward movement for an AI object.
  clearMoveYaw() - ()Clears turning movement for an AI object.
  clearNTObjectName() -
  clearScopeToClient() - clearScopeToClient(%client)Undo the effects of a scopeToClient() call.
  ClearTempColor() -
  ClearTools() -
  Damage() -
  decInventory() -
  delete() - obj.delete()
  disableNodeColor() - (string name)
  Dismount() -
  dropBall() -
  dump() - obj.dump()
  dumpEvents() -
  emote() -
  getAimLocation() - ()Returns the point the AI is aiming at.
  getAimObject() - ()Gets the object the AI is targeting.
  getAimVector() - ()Returns the designated aim vector.
  getCameraFov() -
  getClassName() - obj.getClassName()
  getControllingClient() - Returns a GameConnection.
  getControllingObject() -
  getControlObject() - Get the current control object.
  getDamageFlash() -
  getDamageLevel() -
  getDamagePercent() -
  getDamageState() -
  getDataBlock() - ()Return the datablock this GameBase is using.
  getEnergyLevel() -
  getEnergyPercent() -
  getEyePoint() -
  getEyeTransform() -
  getEyeVector() -
  getForwardVector() - Returns a vector indicating the direction this object is facing.
  getGhostID() -
  getGroup() - obj.getGroup()
  getHackPosition() - ()compensates for culling hack
  getId() - obj.getId()
  getImageAmmo() - (int slot)
  getImageLoaded() - (int slot)
  getImageSkinTag() - (int slot)
  getImageState() - (int slot)
  getImageTrigger() - (int slot)
  getInventory() -
  getMountedImage() - (int slot)
  getMountedObject() - (int slot)
  getMountedObjectCount() -
  getMountedObjectNode() - (int node)
  getMountNodeObject() - (int node)
  getMountSlot() - (ShapeBaseImageData db)
  getMoveDestination() - ()Returns the point the AI is set to move to.
  getMoveObject() - ()Gets the object the AI is following.
  getMuzzlePoint() - (int slot)
  getMuzzleVector() - (int slot)
  getName() - obj.getName()
  getObjectBox() - Returns the bounding box relative to the object's origin.
  getObjectMount() - Returns the ShapeBase we're mounted on.
  getPendingImage() - (int slot)
  getPlayerName() -
  getPosition() - Get position of object.
  getRechargeRate() -
  getRepairRate() -
  getScale() - Get scaling as a Point3F.
  getShapeName() -
  getSkinName() -
  getSlotTransform() - (int slot)
  getState() - Return the current state name.
  getTaggedField() - obj.getTaggedFieldCount(int idx)
  getTransform() - Get transform of object.
  getType() - obj.getType()
  getUpVector() - Returns a vector indicating the relative upward direction of this object.
  getVelocity() -
  getWaterCoverage() -
  getWhiteOut() -
  getWorldBox() - Returns six fields, two Point3Fs, containing the min and max points of the worldbox.
  getWorldBoxCenter() - Returns the center of the world bounding box.
  GiveDefaultEquipment() -
  hideNode() - (string nodeName)
  incInventory() -
  inspectPostApply() - ()Simulates clicking 'apply' after making changes in the editor.
  InstantRespawn() -
  isCloaked() -
  isCrouched() -
  isDestroyed() -
  isDisabled() - True if the state is not Enabled.
  isEnabled() -
  isFirstPerson() -
  isGroundedSport() -
  isHidden() -
  isImageFiring() - (int slot)
  isImageMounted() - (ShapeBaseImageData db)
  isMounted() - Are we mounted?
  isNodeVisible() - (string nodeName)
  isPilot() -
  kill() -
  lavaDamage() -
  maxInventory() -
  mountImage() - (ShapeBaseImageData image, int slot, bool loaded=true, string skinTag=NULL)
  mountObject() - ( ShapeBase object, int slot )Mount ourselves on an object in the specified slot.
  mountVehicles() -
  onDriverLeave() -
  onInventory() -
  pauseThread() - (int slot)
  pickup() -
  playAudio() - (int slot, AudioProfile ap)
  playCelAnimation() -
  playDeathAnimation() -
  playDeathCry() -
  playPain() -
  playThread() - (int slot, string sequenceName)
  processInputEvent() -
  RemoveBody() -
  rigTurret() -
  save() - obj.save(fileName, <selectedOnly>)
  schedule() - object.schedule(time, command, <arg1...argN>);
  scopeToClient() - (NetConnection %client)Cause the NetObject to be forced as scoped on the specified NetConnection.
  serializeEvent() -
  serializeEventToString() -
  setActionThread() - (string sequenceName, bool hold, bool fsp)
  setAimLocation() - ( Point3F target )Tells the AI to aim at the location provided.
  setAimObject() - ( GameBase obj )Sets the bot's target object.
  setAimVector() - ( Point3F )Tells the AI to aim in the direction provided.
  setArmThread() - (string sequenceName)
  setCameraFov() - (float fov)
  setCloaked() - (bool isCloaked)
  setControlObject() - (ShapeBase obj)
  setCrouching() - (bool)
  setDamageFlash() - (float lvl)
  setDamageLevel() - (float level)
  setDamageState() - (string state)
  setDamageVector() - (Vector3F origin)
  setDatablock() - (DataBlock db)Assign this GameBase to use the specified datablock.
  setDecalName() - (string imageName)
  setEnergyLevel() - (float level)
  setEngageDistance() - ( float dist )
  SetEventEnabled() -
  setFaceName() - (string imageName)
  setHeadAngleSpeed() - (F32 speed)angular speed of head animation
  setHeadAngleTarget() - (F32)
  setHeadUp() - obj.setHeadUp(bool)
  SetHealth() -
  setHidden() - (bool show)
  setIflFrame() - (ifl name, int)
  setImageAmmo() - (int slot, bool hasAmmo)
  setImageLoaded() - (int slot, bool loaded)
  setImageTrigger() - (int slot, bool isTriggered)
  setInventory() -
  setJetting() - (bool)
  setJumping() - (bool)
  setLookLimits() - (F32 up, F32 down)
  setMoveDestination() - (Point3F goal, bool slowDown=true)Tells the AI to move to the location provided.
  setMoveObject() - ( GameBase obj )Sets the bot's follow object.
  setMoveSlowdown() - (bool)
  setMoveSpeed() - ( float speed )Sets the move speed for an AI object.
  setMoveTolerance() - (float tolerance)Sets how close a bot has to be to reach a destination.
  setMoveX() - ( float speed )Sets strafe movement for an AI object.
  setMoveY() - ( float speed )Sets forward movement for an AI object.
  setMoveYaw() - ( float speed )Sets turning movement for an AI object.
  setName() - obj.setName(newName)
  setNodeColor() -
  setNTObjectName() -
  SetPlayerScale() -
  setRepairRate() - (float amt)
  setScale() - (Point3F scale)
  setScopeAlways() - Always scope this object on all connections.
  setShapeName() - (string tag)
  setShapeNameColor() - (string RGB)
  setShapeNameDistance() - (F32)
  setSkinName() - (string tag)
  setTempColor() -
  setThreadDir() - (int slot, bool isForward)
  setTransform() - (Transform T)
  setVelocity() - (Vector3F vel)
  setWhiteOut() - (float flashLevel)
  spawnBall() -
  spawnExplosion() -
  spawnProjectile() -
  startFade() - ( int fadeTimeMS, int fadeDelayMS, bool fadeOut )
  startSkiing() -
  stop() - ()Stop moving.
  stopAudio() - (int slot)
  stopSkiing() -
  stopThread() - (int slot)
  teleportEffect() -
  throw() -
  throwObject() -
  ToggleEventEnabled() -
  unHideNode() - (string nodeName)
  unmount() - Unmount from the currently mounted object if any.
  unmountImage() - (int slot)
  unMountObject() - (ShapeBase obj)Unmount an object from ourselves.
  updateArm() -
  use() -

23
General Discussion / Re: Famous Blocklanders
« on: November 22, 2012, 05:17:49 PM »
All right, so a mini space station thing for nitramtj?All right, is there any singular specific accomplishment that stands out?
I wouldn't call it "mini," it's going to be a full fledged gamemode: Space [Station] Build

There's nothing really significant that I've done besides just being around for awhile. Auto Jet is the one mod I've released if you really need something.

24
Help / Re: Problems With Blockland And Windows 8?
« on: November 15, 2012, 07:01:29 AM »
Back on topic, the only problem I've had with Blockland was that the Intel driver from Microsoft Update couldn't run it. Downgrading to the Windows 7 driver worked.

This shouldn't be an issue if you have a newer laptop or desktop.

25
Suggestions & Requests / Re: Pre-built terrain default saves.
« on: August 19, 2012, 05:56:09 PM »
I agree. I know this has been discussed before, but it'd be good to have some default saves that could serve as maps or just starting points for builds. Terrain saves would be good to have, although we could also have cities or neighborhoods. They could be complete, or maybe just bare minimal templates to get people started.

Non-terrain saves might actually work better, because those environments are designed more towards being built with bricks than terrain.

I think Bushido and Eksi's Collab City is a good example of a save you could start building off of, even though it has a slightly high brick count. http://forum.blockland.us/index.php?topic=184693.0

26
More specifically, FxBrickAlwaysObjectType will detect bricks with raycasting disabled, while FxBrickObjectType will only detect those with raycasting enabled.

27
Off Topic / Re: Stocking nudes?
« on: June 16, 2012, 11:59:46 AM »
Hey at least I have the dignity to admit it.
The first step to fixing a problem is admitting it, now you can fix it.

28
General Discussion / Re: BlockoWorld 2012 - Opening July 21st.
« on: June 02, 2012, 01:56:26 PM »
I'd love to have a booth for ToolBrick this year. It'll be a support add-on coming out later in the month.

It'd also be neat to have a booth for Spacebuild, maybe that could be in the same one as ToolBrick.

29
It's a neat experiment, but honestly I'd work on something more practical. If you're going to do this, you should go all out and make it able to run different programs and manage resources. After-all, that is one of an operating system's purposes, allowing multiple program to share the computer's resources.

30
It doesn't sound like you're in that good of a condition, unfortunately time is your best friend in this situation. Difficult moms can be hard to work with, sometimes they just need time to cool down. It's hard to stay angry at someone forever so your mom should eventually come around.  Also, assuming no one dies, both you and your sisters will be out of this situation at some point, just try to make sure you're going to be well off since it sounds like your parents aren't going to be able to support you as much.

Pages: 1 [2] 3 4 5 6 7 ... 98