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Messages - TripNick

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406
Modification Help / Re: Chat Bot HELP
« on: August 08, 2012, 09:13:29 PM »
I do. I can just look at what you changed for me then I will learn like that. I'm not trying to make you my "code monkey" anyways.
I can tell you right now that if I fixed that for you you wouldn't learn nearly as much as you would if I explained what I did. You can tell from the level of fault in the code how much the poster knows about torque and how much they can figure out from your fixed code. You don't understand basic control statements and thus won't understand the fix. I'd be happy to tell you that you:
  • declared the function incorrectly
  • misplaced or complete left out semicolon line separators
  • have an if statement in a place that makes no logical sense (not to mention flags a syntax error)
  • are using a very bad method to parse your strings

407
Modification Help / Re: Client_AFKBot Improvements
« on: August 08, 2012, 09:09:47 PM »
Ah thanks, but does anybody know a way for me to client-sidedly detect if there is a brick near my player in any direction?
The only way I can think of doing this unless raycasts actually work clientside is the following:

Code: [Select]
function getClosestBrick()
{
%myPos = serverConnection.getControlObject().getPosition();
for(%i=0; %i < serverConnection.getCount(); %i++)
{
%o = serverConnection.getObject(%i);
if(%o.getClassname() $= "fxDTSBrick")
{
%dist = vectorDist(%myPos, %o.getPosition());
if(%dist < %closest || %closest $= "")
{
%closest = %dist;
%closestbrick = %o;
}
}
}
return %o;
}

408
Modification Help / Re: Gun node
« on: August 08, 2012, 09:03:48 PM »
The hands node name itself is "lhand" or "lhook", the gun is not a node and thus can not be hidden. As otto said, if you're making an invisible weapon try using base/data/empty.dts as the weapon model.

409
Modification Help / Re: Chat Bot HELP
« on: August 08, 2012, 09:00:27 PM »
If someone could just fix it, it'd be much better than telling me what I'm doing wrong. Thanks
I'm not going to fix this for you. We're not code monkeys here to write your code for you. If one of us provides working code examples for you it's for your educational benefit, not so you have to do less work. If you have no will to learn I have no interest in helping nor teaching you.

410
Modification Help / Re: Trust Invite
« on: August 08, 2012, 06:25:46 PM »
No, he'll use it as defence against you, or simply use it as a sign to contact a lawyer about possibilities, and strengthen his defences against that kind of a lawsuit, making your job harder and have to spend more time with a lawyer, paying more, making the result less valuable to you.
Declaring intention to sue prior to suing does not strengthen the opposite's defense.

he will use it against you. remove it.

unless, of course, it is simply an  and you're not actually going to do anything about it.
I don't know what I'll do, it was just a comment I made. I haven't put any serious thought into it.

E: you may not even have a defence. did anyone actually read the EULA or other documents pertaining to "i reserve the right to revoke any user's access to my game at any time for any reason"?
There is no EULA or ToS for Blockland as a game. Badspot has no legal right to revoke any key for any reason aside from fraudulent purchase. That's like a grocery store coming to your house and taking back their watermelons because they see the way you are using them is unfit.

411
Modification Help / Re: TCPObject Saving binary data of unknown length
« on: August 08, 2012, 06:21:21 PM »
Ok, then change the check to check for after the 2000 line. I've done 0 research into server previews aside from when they first came out.

IF(%LINE $= "2000")
CONTINUE;
actually you'll want that to setBinary(1); not continue, setBinary(1) is what makes it save it into the c++ buffer.

412
Modification Help / Re: Trust Invite
« on: August 08, 2012, 06:07:36 PM »
I don't think he'll ban me for it. It's not a direct attack against him and it's a seemingly empty threat.

413
Modification Help / Re: Trust Invite
« on: August 08, 2012, 05:32:19 PM »
It's fine, I don't like him either. I think he governs his forum system with a biased mind, develops his game in a direction that alienates developers (mainly v10-v18 or so, not talking about v21), and has a massively overblown internet confidence. In a few years I might build a suit against him from all the keys he's revoked from me without proper legal backing. I figure I can get $500 for the keys and maybe another $500 for emotional damage or whatever, my original key (1359) is my pin code to life.

414
Modification Help / Re: Finding directories
« on: August 08, 2012, 05:20:28 PM »
arn't folders a file though?
They're a sort of partition on your hard-drive.

415
Modification Help / Re: TCPObject Saving binary data of unknown length
« on: August 08, 2012, 05:16:10 PM »
does this ignore the problem of nullcharacters not able to be stored in torque strings?
It doesn't store them in torque strings so yes.

416
Modification Help / Re: Finding directories
« on: August 08, 2012, 05:13:11 PM »
Yes, findNextFile will find files in subfolders.

417
Modification Help / Re: TCPObject Saving binary data of unknown length
« on: August 08, 2012, 05:12:41 PM »
please release this, jesus.
I wanna know how you managed to download... what are they? png's?
Yes, in a much simplified way:

Code: [Select]
new tcpObject() { className = imgDownloader; };

function imgDownloader::onConnected(%this)
{
%this.send("GET /detail.php?q= " @ strReplace(strReplace(%this.ip,".","-"),":","_") SPC "HTTP/1.1\r\nHost:image.blockland.us\r\n\r\n");
}

function imgDownloader::onLine(%this, %line)
{
if(%line $= "") //end of headers
%this.setBinary(1);
}

function imgDownloader::onBinChunk(%this)
{
cancel(%this.schedule);
%this.schedule = schedule(1000,saveBufferToFile,"config/preview.png");
}

function imgDownloader::downloadImg(%this, %ip)
{
%this.setBinary(0);
%this.ip = %ip;
%this.connect("image.blockland.us:80");
}

418
Modification Help / Re: Music Mod (Help Needed)
« on: August 08, 2012, 03:05:45 PM »
That's horse stuff.
You cannot prevent the bricks iD from changing on replant.
Atleast not so easily
Open a single player server. Think of a default datablock that loads with the game.

echo(thatDatablock.getID());

Close the game. Open it again. Start a single player server.

echo(thatDatablock.getID());

If the IDs aren't the same, then you enabled or disabled add-ons. You can try it on your own player too, every first spawn you will have the same ID assuming you're starting from a fresh copy of the game.

419
Modification Help / Re: Finding directories
« on: August 08, 2012, 03:03:09 PM »
If you mean literal folders, no, not particularly. You have to just search every file and get the directory it's in and add it to a list.

However, with zips, you can search for a *.zip file.

420
Modification Help / Re: Score saver help
« on: August 08, 2012, 03:01:38 PM »
I used your suggestions now. This is what it looks like:
It still doesn't work.
function GameConnection::onClientLeaveGame(%client)
{
   Parent::onClientLeaveGame(%client);
   %client.GameConnection::savScore(%client);
}

Make this
Code: [Select]
function GameConnection::onClientLeaveGame(%client)
{
%client.savScore(%client);
Parent::onClientLeaveGame(%client);
}
Like I said in my first post. Also, by gameConnection::savScore that means call it using %client.savScore(). gameConnection is just the class, you don't include that in your script besides when declaring a function.

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