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Messages - HellsHero

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16
Looking good, what's next? :D

17
Modification Help / Re: Spawning invisible brick via code
« on: March 22, 2013, 10:40:52 AM »
Setting the bricks rendering to 0 'disappears' as fast as spawning an invisible brick.
So you would still see the white flash.

18
General Discussion / Re: Its time for me to change my name....
« on: March 22, 2013, 10:38:06 AM »
Why change your name when you don't know what to change it to?

19
This will help you.

20
Modification Help / Re: Add the hat to Hole Bot
« on: March 15, 2013, 11:59:15 AM »
Code: [Select]
...

{
// echo( "Blockhead onLoop" );
// parent::onBotLoop( %this, %obj );
//Called every cycle
//Useful for doing unique behaviors during normal loop
}

...
Also the error on your above post is because you have two brackets just lying around there.


So therefore...

Full script:
Code: [Select]
datablock fxDTSBrickData (BrickconstructionBot_HoleSpawnData)
{
brickFile = "Add-ons/Bot_Hole/4xSpawn.blb";
category = "Special";
subCategory = "Holes";
uiName = "Construction";
iconName = "Add-Ons/Bot_Construction/icon_construction";

bricktype = 2;
cancover = 0;
orientationfix = 1;
indestructable = 1;

isBotHole = 1;
holeBot = "constructionHoleBot";
};

datablock PlayerData(constructionHoleBot : PlayerStandardArmor)
{
uiName = "";
minJetEnergy = 0;
jetEnergyDrain = 0;
canJet = 0;
maxItems   = 0;
maxWeapons = 0;
maxTools = 0;
runforce = 100 * 90;
maxForwardSpeed = 8;
maxBackwardSpeed = 4;
maxSideSpeed = 8;
attackpower = 10;
rideable = false;
canRide = true;

maxdamage = 100;//Bot Health
jumpSound = "";//Removed due to bots jumping a lot

//Hole Attributes
isHoleBot = 1;

hEmote = 1;
};

datablock ShapeBaseImageData(HardHatImage)
{
shapeFile = "./hardhat.dts";
emap = true;
mountPoint = $HeadSlot;
offset = "0 0 0.1";
eyeOffset = "0 0 0.4";
rotation = eulerToMatrix("0 0 0");
scale = "1 1 1";
doColorShift = true;
colorShiftColor = "0.000 0.500 0.250 1.000";
};

function BlockheadHoleBot::onAdd(%this,%obj)
{
parent::onAdd(%this,%obj);
//schedule(10,0,national socialistfy,%obj);
schedule(15,0,Survivorfy,%obj);
//schedule(20,0,ghostifybot,%obj);
//%obj.playthread(2,armreadyright);
//%obj.setarmthread(crouch);
//%obj.mountimage(m4image,0);
              %obj.mountimage(m4image,0);
%obj.mountimage(hardhatImage,2);
}

function constructionHoleBot::onAdd(%this,%obj)
{
armor::onAdd(%this,%obj);

//Appearance construction
%obj.accent = "0";
%obj.accentColor = "0.990 0.960 0 0.700";
%obj.chest = "0";
%obj.chestColor = "1 1 1 1";
%obj.decalName = "worm_engineer";
%obj.faceName = "smileyCreepy";
%obj.hat = "0";
%obj.hatColor = "1 1 0 1";
%obj.headColor = "0.75 0.75 0.75 1";
%obj.Hip = "0";
%obj.hipColor = "0 0 0 0";
%obj.Larm = "0";
%obj.larmColor = "1 1 1 1";
%obj.Lhand = "0";
%obj.lhandColor = "0 0 0 0";
%obj.lleg = "0";
%obj.llegColor = "0 0 0 0";
%obj.pack = "0";
%obj.packColor = "0 0 0 0";
%obj.Rarm = "0";
%obj.rarmColor = "1 1 1 1";
%obj.Rhand = "0";
%obj.rhandColor = "0 0 0 0";
%obj.rleg = "0";
%obj.rlegColor = "0 0 0 0";
%obj.secondPack = "0";
%obj.secondPackColor = "0 0 0 0";

GameConnection::ApplyBodyParts(%obj);
GameConnection::ApplyBodyColors(%obj);
}

function BlockheadHoleBot::onBotCollision( %this, %obj, %col, %normal, %speed )
{
// echo( "Blockhead onCollision" );
//Called once every second the object is colliding with something
}

function BlockheadHoleBot::onBotFollow( %this, %obj, %targ )
{
// echo( "Blockhead onFollow" );
//Called when the target follows a player each tick, or is running away
}

function BlockheadHoleBot::onBotDamage( %this, %obj, %source, %pos, %damage, %type )
{
// echo( "Blockhead onDamage" );
//Called when the bot is being damaged
}

21
Modification Help / Re: Add the hat to Hole Bot
« on: March 15, 2013, 10:34:02 AM »
-scary code-
Code: [Select]
datablock ShapeBaseImageData(HardHatImage)
{
shapeFile = "./hardhat.dts";
emap = true;
mountPoint = $HeadSlot;
offset = "0 0 0.1";
eyeOffset = "0 0 0.4";
rotation = eulerToMatrix("0 0 0");
scale = "1 1 1";
doColorShift = true;
colorShiftColor = "0.000 0.500 0.250 1.000";
};

function BlockheadHoleBot::onAdd(%this,%obj)
{
parent::onAdd(%this,%obj);
//schedule(10,0,national socialistfy,%obj);
schedule(15,0,Survivorfy,%obj);
//schedule(20,0,ghostifybot,%obj);
//%obj.playthread(2,armreadyright);
//%obj.setarmthread(crouch);
//%obj.mountimage(m4image,0);
              %obj.mountimage(m4image,0);
%obj.mountimage(hardhatImage,2);
}

That should work, unless something else is wrong.

Also the error on your above post is because you have two brackets just lying around there.

22
i have absolutely no idea either
is it possible that you have a cached version so your browser loads that instead?
idk how stuff works!
http://localhostr.com/EmxV99gQbp5h There's an alternate link for you! Hope it works.

23
dry fire.
or you can disable dry fire in the RTB prefs ;D


rly r u 4 real
maybe

24
im dead guys khain was wondering and he told me to post my current situation

25
We'll work into it, but T+T isn't uh, "good", H&K is far superior, but as well people still hold a love for T+T.
No reason to be hating on T+T, the only reason it's incompatible with H&K is because Rykuta didn't want it to be. Not because T+T is 'inferior'.

26
 :cookieMonster: What's going on in here? lol

28
Modification Help / Re: Build Cycle (it cycles minigames, too!)
« on: January 29, 2013, 11:31:28 AM »
Do you have a system where when a certain team wins it will switch to a chosen map?

ex:
map1, if team 1 wins goto map2, if team 2 wins goto map3

29
W/e
Ironsights would be nice within this pack lol
Ironsights are stupid in a game like this :)

30
Modification Help / Re: CityRPG Coding Help
« on: November 22, 2012, 05:51:22 PM »
I use NPP with .zip files all the time and it works perfectly fine, dunno what you guys are talking about

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