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Messages - -Jetz-

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46
Off Topic / Re: How privileged are you guys?
« on: November 17, 2016, 12:31:28 PM »
Quote
I have never been told I am attractive 'for my race.'
Who actually says that outside of eugenics supporters and Neo-national socialists?

Accidentally forgot to click "I've always had cable" - I should have double-checked my privilege. :(

Well, got an 80, so it still wouldn't have been enough to bump me up to an A.

47
Modification Help / Re: addVelocity & setVelocity act odd
« on: November 15, 2016, 02:39:18 PM »
Sounds like a weird quirk of the physics. Try removing the player's drag, air control, resist factors, and then see what happens.

48
Off Topic / Re: the cuck quiz
« on: November 13, 2016, 04:49:17 AM »
[img]https://cdn.discordapp.com/attachments/74371816000327680/247234321520263168/unknown.png[/img]
[img]https://cdn.discordapp.com/attachments/74371816000327680/247234321520263168/unknown.png[/img]
0% baby

Got something to tell us, Eon?

49
Modification Help / Re: Two bullets being fired instead of one
« on: November 04, 2016, 03:02:02 PM »
Yup. It actually works fine, using WeaponImage::onFire instead of ExampleWeaponImage::onFire. I'm making a weapon pack so it helps to assign a boolean to all the guns in the pack and just run a packaged weaponImage::onFire to check if its part of the pack and apply the stuff.
While the default onFire should have offered support for spread and multiple projectiles, it doesn't, and now the standard is if you have to modify that process to add those things, add it in onFire and do not use the parent. You should either move your overheat code into the individual onFire methods, or into its own function(s) and call it from the onFires of the weapons that need it. Packaging WeaponImage::onFire is usually inadvisable because of situations like this. It should only be used when a weapon doesn't require any complexity to its projectile creation.

50
Modification Help / Re: Two bullets being fired instead of one
« on: November 03, 2016, 03:54:32 PM »
Overheat script i made. It's packaged into a WeaponImage::onFire which is called after the gun scripts are actually initialized.

Anyways, I found a solution. just packaged all the firing scripts, including projectile adding, into the same package and run a check on the image values
Wait, are you saying you took your weapon's individual onFire code and moved it into a package around the WeaponImage one? Please tell me that's not what you mean.

51
Modification Help / Re: Two bullets being fired instead of one
« on: November 03, 2016, 09:48:44 AM »
You may be able to make use of the weapon image's MinShotTime field. Set it to your firing delay in miliseconds, and set %obj.lastFireTime in your onFire to getSimTime(), and that should prevent the default system from firing any projectiles. What other WeaponImage::onFire functionalities did you plan to take advantage of, though? I can't remember whether packaging that function affects child methods or not without having to check, but I don't recall many people wrestling with this in the past so it seems like it'd be a non-issue either way in your case.

52
Modification Help / Re: Support_EnterVehicleOnClickOnly
« on: October 31, 2016, 02:29:10 PM »
hm, that might work. however iirc the trace didn't show any use of minigameCanDamage to determine if the vehicle could hurt the player, but I'm only 50% sure.

i have the original/default on collison script though so i can use that to check if its that easy or not. just gotta reformat the mem dump to be readable
Vehicle damage can be a bit weird, but you probably don't have to worry about it if you just rely on the default collision method to handle everything, save for the minigameCstar fishe which you'd be overriding. Unless there's some other problem you've found you need to tackle?

53
Modification Help / Re: Support_EnterVehicleOnClickOnly
« on: October 31, 2016, 12:44:58 PM »
mine does the exact same; however, it only works on vehicles with datablocks that have isEnterOnClickOnly = true. since onCollision has been packaged, i had to rewrite the vehicle collision code, and that's whats preventing me from releasing.
Couldn't you just package the onCollision function to check for the case of if (%db.isEnterOnClickOnly && !%obj.isClickToEnter && %obj.getClassName() $= "Player"), and if so set a variable on the vehicle to the player's ID, call the parent, then clear that variable. Then package minigameCstar fishe, and check if you've got a player and a vehicle, and then if the vehicle has that variable set to the player. If so, set $lastError to 0 to prevent an error message, send your own error message, and return 0 to prevent mounting.

Basically when trying to jump on the vehicle, you'd be using the same onCollision, but sabotaging a critical function so they won't be able to get in. Then your click script tells it to skip the sabotage and carry out the onCollision naturally.

54
Modification Help / Re: Support_EnterVehicleOnClickOnly
« on: October 30, 2016, 03:13:10 PM »
I remember creating a script like this a long time ago that would basically work by teleporting you above the vehicle for an instant, simulating a collision, then teleporting you back if you weren't mounted. Surprisingly seamless considering the weird workaround, and it meant any other checks for vehicle entry work the same. Seems you've taken the link down at the moment so I can't compare the two, though mine didn't block the traditional entry method. It'd be nice if there was an exposed method for this process.

55
Off Topic / Re: Anyone use Windows 7 still?
« on: October 20, 2016, 03:13:43 PM »
If the problem doesn't appear on 90%+ of Windows 10 user's devices, then it's not a problem with the Operating System.
Compatability issues are the result of numerous contributing factors, not one single issue. They can affect anyone, and the more software someone uses in their workflow, the more likely that something will go wrong when doing something as significant as an OS change. If someone doesn't see any need to risk that happening to them, it's just delusional to try and convince them by pretending that the potential issues simply don't exist.

Since you're on Windows 7 with a leaning towards Linux, you're biased against Microsoft anyway,
Uh, you got it backwards. I'm still on 7 and leaning toward linux because I didn't approve of the direction Microsoft was going in. Unless you're just pointing those things out as indicators that I don't like Microsoft, in which case, yeah, no stuff Sherlock.

so it doesn't surprise me that you're looking for excuses to call the newest, best OS "stuff".
I didn't need to look very hard. Hell, they abused their update service to install one good reason right on to my computers. That stupid adware wouldn't take no for an answer, and acted as a pretty great representative for what I don't like about Windows 10.

56
I think you can do more with the hands and feet. Give him a third leg on one side that appears and disappears rapidly as it walks, and on the other make the foot huge and flat. Also add a couple edges and delete a few faces on it so it looks like it has a pair of long clawed toes. Take the back and palm of one of the hands and bring it up to where the shoulder is but leave the fingers so that they look really long. Take the other hand and widen the same parts so the whole thing turns into a trapezoid shape. Stretch out one of the arms and yeah, as the others said, mount a second head on it.

57
Off Topic / Re: Anyone use Windows 7 still?
« on: October 20, 2016, 02:27:23 PM »
This is all just bullstuff. I've seen plenty of Windows 10 installations run multiple versions of Minecraft just fine. As for Car Mechanic Simulator 2015, according to all the support threads I read, it came down to driver issues (people didn't upgrade their graphics card drivers post-install).
There is literally no compatibility issues with Windows 10
"It doesn't affect 100% of users so it doesn't exist."

58
Off Topic / Re: Anyone use Windows 7 still?
« on: October 20, 2016, 02:00:25 PM »
I happily watched the clock run out on that free upgrade bullstuff they were doing. I can't say I felt too pressured by it, when literally none of the features anyone had tried to sell me on appealed to me. Not regretting it, as I listen to people who are forced to choose between having no updates at all, or being required to reboot their computers at the worst possible times so they can install some update that removes even more options from the control panel. Sticking with 7 for now, probably eventually gonna jump ship to Linux.

59
Off Topic / Re: Where's Re/Chan & Blockland Wiki?
« on: October 14, 2016, 02:55:33 AM »
the thing is it didn't die from bot spam and in-activity else i wouldn't be getting this much backlash for temporarily closing it
like the thing is i don't have all this spare time to actively moderate it and nobody wanted to help so until i could get that stuff under control i needed to close itthis 100%
Gee, if only someone trustworthy was offering to keep it online regardless of whatever issues you may be facing on your part.

man ceases to host own website; public outcry when man continues rightful ownership of own website
Hey, if he wants to drop the "this is my website, and I care more about being in charge than the service it provides to the community" claim, then he has every right to. He'd look like an starfish, but it's about the only excuse I can think of for not handing the wiki off to someone more suitable. Until then, I think it's fair game to call out the otherwise illogical behavior.

60
Off Topic / Re: Where's Re/Chan & Blockland Wiki?
« on: October 13, 2016, 09:42:57 AM »
didn't i just explain in like 3-4 posts my intentions of re-opening it when i get the chance
But Pecon's offering to re-open it immediately. And if something were to go wrong in that regard, you would still be able to re-open it yourself. Seems like the best option for the community.

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