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.


Topics - UxieČ

Pages: 1 [2]
16
When you open the server list and you're uberlazy and like to just double click a server, this.

17
Yeah, I've come across and noticed that when we plant out bricks and stand on them, we sink into the bricks. Anyone else notice this?

Then when you place a ghost brick or play pretty much any animation, move the ghost brick up and your body shoots up to the right height.

When you plant your brick for the first time when your right up, watch yourself shoot down and stick lower than normal. This is a problem with Badspot's animation of planting bricks.

I was wondering what caused this, maybe Badspot will get this fixed?

Video of this: http://youtu.be/5wSc_nGqoc0

18
Music / Six Songs I've made in the past
« on: July 07, 2012, 06:08:11 PM »

19
Suggestions & Requests / BL_ID Sort in the server lists
« on: July 04, 2012, 02:24:11 PM »
If there was an option to sort BL_ID's of hosts in the server list, that would be pretty cool. Have a button to sort them in order from least to greatest/greatest to least, and have it compatible with the GUI Host Names sort.

20
Code: [Select]
stateName[0]                     = "Activate";
stateTimeoutValue[0]             = 0.1;
stateTransitionOnTimeout[0]       = "Ready";
stateSound[0] = weaponSwitchSound;

stateName[1]                     = "Ready";
stateTimeoutValue[1]             = 0.3;
stateTransitionOnTriggerDown[1]  = "Fire";
stateAllowImageChange[1]         = true;
stateSequence[1] = "Ready";

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]     = "Smoke";
stateTimeoutValue[2]            = 0.3;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateEmitterTime[2] = 0.35;
//stateSound[2] = LegibiterSwingSound;
stateEjectShell[2]       = true;

stateName[3] = "Smoke";
stateEmitterTime[3] = 0.65;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 0.6;
stateTransitionOnTimeout[3]     = "Reload";

stateName[4] = "Reload";
stateSequence[4]                = "Reload";
stateTransitionOnTriggerUp[4]     = "Ready";
stateSequence[4] = "Ready";
I don't get it. States are confusing. Where do I change the delay between when I click and when it shoots. Currently when I activate it instantly fires.

21
Modification Help / Animations Don't Play in Showtool or In-Game
« on: June 14, 2012, 10:48:09 AM »
Yeah I made a playertype. Only a few of all my animations work. Only ones that work are the armready ones. death1, crouch, and sit.

Any reasons as to why they just dont work in these?

22
Modification Help / Playertype Animation Priority (Solved)
« on: May 27, 2012, 09:19:08 PM »
I was making a cute lil caterpillar playertype, when I started blockland and tested it. None of It's animations play. When I Self Delete the test the death animation, the server crashes. I get torque showtool and try the thing out. Only the death animation plays. I look through milkshape's animatiom settings comparing them to death's. But nothing is different. Have any of you experienced this OR know why thic could have happened?

Ok that was solved. Most of it anyways. But the game crashes when I Self Delete. What can cause this?

Did some tests. I took away death animation from the script completely, so it shouldnt be the animation that is causing this.


Now that is fixed. But when it walks, it mixes with root. When it dies, it mixes with root. Activate is just fine though.

Code:
// Load dts shapes and merge animations
datablock TSShapeConstructor(CaterpillarDts)
{
   baseShape  = "./shapes/caterpillar.dts";
   sequence0  = "./shapes/CAT_root.dsq root";

    sequence1  = "./shapes/CAT_run.dsq run";
    sequence2  = "./shapes/CAT_root.dsq walk";
    sequence3  = "./shapes/CAT_root.dsq back";
    sequence4  = "./shapes/CAT_root.dsq side";

    sequence5  = "./shapes/CAT_root.dsq crouch";
    sequence6  = "./shapes/CAT_root.dsq crouchRun";
    sequence7  = "./shapes/CAT_root.dsq crouchBack";
    sequence8  = "./shapes/CAT_root.dsq crouchSide";

    sequence9  = "./shapes/CAT_root.dsq look";
    sequence10 = "./shapes/CAT_root.dsq headside";
    sequence11 = "./shapes/CAT_root.dsq headUp";

    sequence12 = "./shapes/CAT_root.dsq jump";
    sequence13 = "./shapes/CAT_root.dsq standjump";
    sequence14 = "./shapes/CAT_root.dsq fall";
    sequence15 = "./shapes/CAT_root.dsq land";

    sequence16 = "./shapes/CAT_root.dsq armAttack";
    sequence17 = "./shapes/CAT_root.dsq armReadyLeft";
    sequence18 = "./shapes/CAT_root.dsq armReadyRight";
    sequence19 = "./shapes/CAT_root.dsq armReadyBoth";
    sequence20 = "./shapes/CAT_root.dsq spearready";  
    sequence21 = "./shapes/CAT_root.dsq spearThrow";

    sequence22 = "./shapes/CAT_root.dsq talk";  

    sequence23 = "./shapes/CAT_death.dsq death1";
   
   sequence24 = "./shapes/CAT_root.dsq shiftUp";
    sequence25 = "./shapes/CAT_root.dsq shiftDown";
    sequence26 = "./shapes/CAT_root.dsq shiftAway";
    sequence27 = "./shapes/CAT_root.dsq shiftTo";
    sequence28 = "./shapes/CAT_root.dsq shiftLeft";
    sequence29 = "./shapes/CAT_root.dsq shiftRight";
    sequence30 = "./shapes/CAT_root.dsq rotCW";
    sequence31 = "./shapes/CAT_root.dsq rotCCW";

    sequence32 = "./shapes/CAT_root.dsq undo";
    sequence33 = "./shapes/CAT_root.dsq plant";

    sequence34 = "./shapes/CAT_root.dsq sit";

    sequence35 = "./shapes/CAT_root.dsq wrench";

   sequence36 = "./shapes/CAT_activate.dsq activate";
   sequence37 = "./shapes/CAT_root.dsq activate2";

   sequence38 = "./shapes/CAT_root.dsq leftrecoil";
};    

datablock PlayerData(Caterpillar : PlayerStandardArmor)
{
   cameraVerticalOffset = 0.5;
   cameraMaxDist = 4;
   shapefile = "./shapes/caterpillar.dts";
   canJet = 0;
   runSurfaceAngle = 1;
   jumpSurfaceAngle = 0;
   maxBackwardSpeed = 0.0;
   maxBackwardCrouchSpeed = 0;
   maxForwardCrouchSpeed = 0;
   maxSideSpeed = 0.05;
   maxSideCrouchSpeed = 0;
    maxUnderwaterSideSpeed = 0;
    maxUnderwaterBackwardSpeed = 0;
      
   showEnergyBar = false;

   minJumpSpeed = 0;
   maxJumpSpeed = 200;
   
   rideable = true;
   canRide = false;
   paintable = true;
   
   boundingBox            = vectorScale("2.5 2.5 2.4", 4); //"2.5 2.5 2.4";
   crouchBoundingBox      = vectorScale("2.5 2.5 2.4", 4); //"2.5 2.5 2.4";
   proneBoundingBox      = vectorScale("2.5 2.5 2.4", 4); //"2.5 2.5 2.4";

   maxItems   = 5;
   maxWeapons   = 5;
   maxTools   = 5;

   lookUpLimit = 0.80;
   lookDownLimit = 0.80;
   upMaxSpeed = 4;
   upResistSpeed = 3;
   upResistFactor = 0.6;

   maxDamage = 150;
   jumpForce = 0; //8.3 * 90;
   jumpsound = "";
   uiName = "Caterpillar";
   BrickKillRadius = 0.5;

};


Alright that stuff is fine. But now I need to know what 'Priority' I need to make my animations.

root
run
activate
death

23
General Discussion / Keybinding 'Error'
« on: May 26, 2012, 12:11:22 PM »
Not sure if this was intentional or not, but I was making a calculator gui and tried making the buttons work on my numpad. I end up trying to do the 'MINUS' keybind. I make sure by testing the keybind on my option's Controls tab and it comes up with 'MINUS' for the numpad one. And the same with the one on a regular keyboard. I set a keybind with the - button on my numpad and test it. It does not work, but the one that is not on my numpad does. I go to my calculator gui and set it as 'NUMPADMINUS' and it works. So I was wondering if this was a tiny error with controls.

Is it?

24
Suggestions & Requests / Build & Paint Gun
« on: May 25, 2012, 09:33:25 AM »
A build gun that lets you shoot a far distance where you want to build the brick thats selected in your inventory. You shoot it, and your ghost brick is now over there exactly where you shot it to.

And a Paint gun (one was made my Bushido) where you can shoot a ball of paint at something and its get painted from a far distance.

Both of these I could seriously use well.

25
Modification Help / Vehicle having no Raycasting
« on: May 19, 2012, 08:39:20 AM »
I honestly used to know this, but recently I forgot why it does that and how to fix it. But I made a vehicle and I can hammer/click/paint/whatever/jizz right through it. Why is that?

-Milkshape user

26
Suggestions & Requests / Copy/Paste Events
« on: May 14, 2012, 10:14:43 PM »
Im sick of writing the same or almost the same lines of events over and over for large things. If I could copy and paste lines of events, that would be a time saver.

Pages: 1 [2]