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Modification Help / Re: Gui syntax error
« on: June 27, 2013, 04:20:44 PM »Heres the files http://www.2shared.com/file/TMV-mIEI/Help.html?...You forgot to put some ;
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Heres the files http://www.2shared.com/file/TMV-mIEI/Help.html?...You forgot to put some ;
especially for those with low resolutionOr we just don't care about those handicaps playing on a micro resolution and create epic 1080p HUDs!!!
No "god" doesn't know because "god" doesn't exist.
It was by mistake, it fell out of my pocket god knows how.
There must be a space before and after the =Nope
The model can't really be animated due to the structure of the model. The crystal has no where to go.Create a node for the crystal and then use obj.hideNode("Crystal");
The one on the left is explosive sniper and the one on the right is square grenade launcher
Which one would you say is an automatic and which one a semi-auto sniper of sorts.
I think the duplicator shouldn't be default as it builds laziness in new players.Are you loving serious
is that the current blockland version if not you might get banned1. Where the hell did you get that idea
function setchildpos(%parent, %child)
{
%curtransform = %parent.gettransform();
%u["x"] = getword(%curtransform,3);
%u["y"] = getword(%curtransform,4);
%u["z"] = getword(%curtransform,5);
%angl = getword(%curtransform,6) * -1;
%cos = mcos(%angl);
%sin = msin(%angl);
%a[1,1] = %cos + (%u["x"] * %u["x"] * (1 - %cos));
%a[1,2] = (%u["x"] * %u["y"] * (1 - %cos)) - (%u["z"] * %sin);
%a[1,3] = (%u["x"] * %u["z"] * (1 - %cos)) + (%u["y"] * %sin);
%a[2,1] = (%u["y"] * %u["x"] * (1 - %cos)) + (%u["z"] * %sin);
%a[2,2] = %cos + (%u["y"] * %u["y"] * (1 - %cos));
%a[2,3] = (%u["y"] * %u["z"] * (1 - %cos)) - (%u["x"] * %sin);
%a[3,1] = (%u["z"] * %u["x"] * (1 - %cos)) - (%u["y"] * %sin);
%a[3,2] = (%u["z"] * %u["y"] * (1 - %cos)) + (%u["x"] * %sin);
%a[3,3] = %cos + (%u["z"] * %u["z"] * (1 - %cos));
%pos = getwords(%curtransform,0,3);
%x = getword(%child.offset,0);
%y = getword(%child.offset,1);
%z = getword(%child.offset,2);
%newx = (%a[1,1] * %x) + (%a[1,2] * %y) + (%a[1,3] * %z);
%newy = (%a[2,1] * %x) + (%a[2,2] * %y) + (%a[2,3] * %z);
%newz = (%a[3,1] * %x) + (%a[3,2] * %y) + (%a[3,3] * %z);
%newoffset = %newx SPC %newy SPC %newz;
%totalpos = vectoradd(%pos, %newoffset);
%child.settransform(%totalpos SPC getwords(%curtransform, 3, 6));
}
Found at http://forum.blockland.us/index.php?topic=215330.15"C:/Users/MomLOL WHAT
seeing that badspot only get about $4 per $20Where do you pull this crap from?
How would I send back all bank data as a string?As long as you don't do calculations with it (+, -, *, /, <, >) it will stay as a stringCode: [Select]function Sassy::getData(%this, %ID)
{
for(%a = 0; %a <= %this.dataCount; %a++)
{
if(%this.data[%a].ID == %ID)
{
return %this.data[%a];
}
}
return false;
}
Bank value is fetched by CityRPGData.getData(%client.bl_id).valueBank
If you need any other info just ask
On topic: All bricks use .BLB models by default unless it uses a support add-on like JVS Content, which allows .DTS models to be be seen at the brick's location. BLB models can be rendered faster but you need a converter to get it to .BLB, this may cause the model to lose some of it's original properties because of converter incompatibles with certain features of the previous model format (Not sure about the specifics). DTS models prevents that flaw but at a cost, .DTS models are more intensive heavy to render on screen than if you used .BLB models instead.All default ramps (and the tree) use dts collision though
Not if you could edit the client-sided properties of objects... Can you? I don't think so.You can.