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Topics - heedicalking

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31
Modification Help / String work
« on: July 02, 2012, 11:30:22 PM »
Working with strings a bit. Gonna update this if I need any help.
1: Is there any kind of strContains function? Basically to see if a string contains some kind of word?
%str = "Hello there";
if(strContains(%str,"Hello"))
echo("contains");

32
Suggestions & Requests / Tagging variables for bricks to save
« on: July 01, 2012, 07:28:15 PM »
There should be a way to tag certain variables on bricks to save. This would allow things like storing items in chests, setting trophy bricks to have a list of all people who win, setting a ton of bricks to "terrain" so that they don't break.

If this is already possible somehow, how?

33
Modification Help / getmountedobject crap
« on: June 24, 2012, 11:34:59 PM »
I am making a feature where I need to get the player who is mounted to slot 1 'getmountedobject(1)'. if i am sitting in the bot vehicle and the player gets on, getmountedslot(1) will return me, even though I am in the drivers seat. wtf is wrong? i noticed this as a problem when making a driver only vehicle command too.
could it be related to this?
Code: [Select]
   function armor::onMount(%this,%obj,%col,%slot)
   {
      Parent::onMount(%this,%obj,%col,%slot);
      if(%col.getDataBlock().getId() == HeedTurret.getId())
      {
         %client = %obj.client;
         if(isObject(%client))
            ServerCmdUnUseTool(%client);
if(%slot $= 1)
{
if(%col.loaded != 0)
%obj.dismount();
else
%col.MountedPlayer = %obj;
}
      }
   }
the code i need it for:
Code: [Select]
   if(isobject(%mount.getmountedobject(1)))
   {
%player = %mount.getmountedobject(1);
%player.dismount();
%player.setTransform(%mount.getSlotTransform(2));
%player.setvelocity(getwords(%vec2,0,1) SPC %upforce);

   }
it should launch the player in slot 1, but if they mount after i am already mounted in slot 0, it will launch me.

34
General Discussion / bad faces/decals/prints
« on: June 21, 2012, 11:40:04 PM »
post lol bad faces decals and prints here.


35
Help / Screen tearing fix?
« on: June 16, 2012, 07:05:01 PM »
Currently when I rotate around, I can see the screen tear at a bar. With Vsync on I can still see it. Is there a fix for this?

36
Off Topic / illegal immigration, good or bad?
« on: May 30, 2012, 12:54:48 PM »
do illegal immigrants drain the economy? do they have little impact? do they "pay for themselves"? talk about the topic.

37
Games / F2P vs P2P
« on: April 08, 2012, 04:53:52 PM »
just felt like posting this

what do you prefer, free to play games, or pay to play games (monthly fee)

personally i prefer p2p.

which do you prefer?

38
Add-Ons / Vindicator + Razor
« on: April 08, 2012, 09:51:13 AM »
happy easter. decided i would release these old things.

both have to be enabled to work right.
vindicator- driver controls heavy cannon. light key to aim siege mode or forward mode.
razorback- turret is useful against enemy infantry.
http://dl.dropbox.com/u/54466069/Vehicle_Razor.zip
http://dl.dropbox.com/u/54466069/Vehicle_Vindicator.zip

there's probably a few bugs here and there. report them here please.

39
Modification Help / Scriptgroup, Scriptobject
« on: March 23, 2012, 08:22:12 PM »
What would be the use of a scriptgroup? How would I go about getting members of each. I plan to make a system where a scriptgroup holds scriptobjects which each hold bricks. I wouldl ike to know how scriptgroups work.
Code: [Select]
if(!isobject(PRPGChunks))
$PRPG::Chunks = new scriptGroup(PRPGChunks);
function Chunkgen(%grid)
{
if(%grid $= "")
return;
%chunk = new scriptObject()
{
class = PRPG_ChunkSO;
grid = %grid;
creatorBLID = 3291;
};
$PRPG::Chunks.add(%chunk);

}
function PRPG_ChunkSO::onAdd(%this) //minigame initial setup
{
echo("created");
}

function PRPG_ChunkSO::onRemove(%this)
{
echo("removed");
}
How would I go about getting children of the group, removing children from the group, checking if children exist, getting a list of them, and so on.

40
Help / Nvidia openGL driver losing connection
« on: March 21, 2012, 12:57:09 PM »
Quote
The NVIDIA OpenGL driver lost connection with the display driver due to exceeding the Windows Time-Out limit and is unable to continue.
i used to get error code 3 (forget what that was), then installed the latest drivers. Just got back from school, turned on screen, and saw this. Is this because blokcland needs to update to support the latest card (5xx series here), or is it because of something else like the latest drivers being buggy?

42
Maps / slopes fix
« on: February 23, 2012, 06:09:26 PM »
http://dl.dropbox.com/u/54466069/Map_SFix.zip
a sort of working fix that sets all lighting to 0.5 0.5 0.5, so when those numbers flip, it's still 0.5 0.5 0.5

43
Add-Ons / BSG viper
« on: February 23, 2012, 02:35:11 PM »

model by tingalz
click to shoot. light key for landing gear. must have gear up to shoot. crash script enabled with rtb toggle for it. have fun!
download!

44
Suggestions & Requests / Terrain - Better
« on: February 06, 2012, 02:38:56 PM »
Terrain is bad looking compared to most games, but it worked and did what bricks could not. Even after the update, there is no way to re create the things terrain could do effectively. A recreation of the slopes using bricks would require a good chunk of the brickcount just for one loop of it (remember, terrain repeats, builds don't) (you also have to think of all the invisible supports, as bricks cannot float by default). Well yea, you can "move on" instead of wanting to recreate the "caveman slopes" (note: they weren't caveman until a day ago), but you cannot achieve ANY type of terrain effectively on a large scale, yet.

Instead of looking to stay behind, I am trying to think of ways to bring the past up too, and improve it as well. Lets name some problem with terrain and some pros too.
Cons:
  • Spikey
  • Poor lighting
  • Texture stretching cliffs
  • Broken lighting for some clients
  • No support for it
  • Does not support caves and the hole feature is just bad
  • Holds back updates
Pros:
  • Repeats
  • Provides height and surroundings for people who are not pros.
  • Uses less power than the same made out of bricks
  • Smooth allowing for vehicles to actually be used
  • Can "bury" bricks in it and can build on the sloped sections, unlike interiors or ramp bricks
  • Provided much fun for many years

Building terrains to replace old terrains is just as dumb as brick builds to replace the bedroom. It's not efficient and won't work. that's that. Brick terrain is what we're left with, but at it's current state, you won't get more than one or 2 "loops" of what a normal terrain map would (people have actually suggested for me to use INTERIORS over bricks for a terrain map i was doing, it took so much resources). This is why I have a suggestion to fix terrain, make it "fit in", improve it, and all.

Repeating actual bricks would be a poor solution, so would "terrain generator scripts" written by players. I suggest people build terrain, then "publish" it to a save file of sorts. The completed build (1024 grid of brick terrain or something) would be saved as a static file. This brick terrain, once finished, would be loaded in repeating chunks like terrain is now. Except to prevent memory overload, it would not support the deletion of the terrain bricks. The rendering on this terrain can be saved and duplicated making it so it doesn't have to take the power of rendering 1,000,000 bricks and memorizing each one's position. This would be cool as it would allow for repeating, lag free, brick terrain.

I also support a new "editor mode" to go along with this. The editor mode will allow you to preview what it will look like when complete, allowing you to smooth seams in the terrain edges. With this, it should support floating bricks to "edit" this terrain, allowing efficient, thin, terrain like we have now (removing the need for support bricks that aren't seen). This would also support terrain CAVES. It would basically just duplicate a static load at certain positions, also maybe allowing for solar system maps.

Having the ability to mix and merge "chunks" in generation would be cool. Lets think of it as a top down grid. Say I want the chunk at -2,4 from the middle to be a desert. I could create a mission file and plug in for that point to load a different chunk.
Code: [Select]
Setchunk(-2 4, "DesertBiomeChunk");it would still be efficient as the rendering is saved. This would allow for big, unique maps with different biomes and hidden zones which everyone seems to love.

THIS would be the next generation of terrain. Efficient and fitting, but with more power and use than the previous.

45
General Discussion / Opinions of the new update
« on: February 06, 2012, 01:46:14 PM »
dev topics locked

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