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Messages - Daenth

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16
Modification Help / Re: Mounting emitters to weapon joints?
« on: March 31, 2013, 07:20:26 PM »
too bad you cant dynamically edit states remotely like how i suggested. i don't want 50 image datablocks just to have different staves. what if i want a wood staff that can change elements? ok, then i create a bunch of datablocks. what if i want a metal staff, or a cyber staff. then i have to double the initial datablock count for EVERY SINGLE staff type i would like.

i want to mount emitters onto the default sword for a swing trail, and depending on your power level, the trail should be different colors. oh wait! can't dyamically edit those colors! the swing trail should look different depending on your mood, it should be cloudly if you're confused and straight if you're certain. give it a fiery texture if you're mad too.

oh, and team colored weapons would be awesome as well! weapons and particles are blue if you're on blue. thats double the datablocks, not too bad. what about green, orange, red, purple, white, and black team too?

i can't do these things without doubling or tripling or quadrupling datablock count. datablocks are an archaic and ancient method. i should be able to just setNodeColor on weapons, mountEmitter on images, setEmitterColor on mounted emitters, and do all these things without having to create new datablocks. i can change the color on my player to just about anything, yet i can't change my color on a weapon without an entire new datablock.
While I agree it'd be nice to be able to do those things, you can have up to 4 different emitters per image through states. Like so:

Code: [Select]
function toggleEmitterState(%obj) {
if(%obj.currentImageState $= "" || %obj.currentImageState > 2)
%obj.currentImageState = 0;
else
%obj.currentImageState++;
switch(%obj.currentImageState) {
case 0:
%obj.setImageLoaded(%slot,0);
%obj.setImageAmmo(%slot,0);
case 1:
%obj.setImageLoaded(%slot,1);
%obj.setImageAmmo(%slot,0);
case 2:
%obj.setImageLoaded(%slot,1);
%obj.setImageAmmo(%slot,1);
case 3:
%obj.setImageLoaded(%slot,0);
%obj.setImageAmmo(%slot,1);
}
}

datablock ShapeBaseImageData(datablockName) {
stateName[0] = "Activate";
stateTimeoutValue[0] = 0.1;
stateTransitionOnTimeout[0] = "NoLoadedNoAmmo";

stateName[1] = "NoLoadedNoAmmo";
stateAllowImageChange[1] = true;
stateTransitionOnLoaded[1] = "LoadedNoAmmo";
stateTransitionOnAmmo[1] = "NoLoadedAmmo";
stateEmitterNode[1] = emitterPoint;
stateEmitterTime[1] = 0.2;
stateEmitter[1] = emitterName;
stateTimeoutValue[1] = 0.1;
stateTransitionOnTimeout[1] = "NoLoadedNoAmmo";

stateName[2] = "LoadedNoAmmo";
stateAllowImageChange[2] = true;
stateTransitionOnNotLoaded[2] = "NoLoadedNoAmmo";
stateTransitionOnAmmo[2] = "LoadedAmmo";
stateEmitterNode[2] = emitterPoint;
stateEmitterTime[2] = 0.2;
stateEmitter[2] = emitterName;
stateTimeoutValue[2] = 0.1;
stateTransitionOnTimeout[2] = "LoadedNoAmmo";

stateName[3] = "NoLoadedAmmo";
stateAllowImageChange[3] = true;
stateTransitionOnLoaded[3] = "LoadedAmmo";
stateTransitionOnNoAmmo[3] = "NoLoadedNoAmmo";
stateEmitterNode[3] = emitterPoint;
stateEmitterTime[3] = 0.2;
stateEmitter[3] = emitterName;
stateTimeoutValue[3] = 0.1;
stateTransitionOnTimeout[3] = "NoLoadedAmmo";

stateName[4] = "LoadedAmmo";
stateAllowImageChange[4] = true;
stateTransitionOnNotLoaded[4] = "NoLoadedAmmo";
stateTransitionOnNoAmmo[4] = "LoadedNoAmmo";
stateEmitterNode[4] = emitterPoint;
stateEmitterTime[4] = 0.2;
stateEmitter[4] = emitterName;
stateTimeoutValue[4] = 0.1;
stateTransitionOnTimeout[4] = "LoadedAmmo";
}

EDIT: Fixed some stuff.

17
It's a big problem with your GPU memory. I'm going to guess your GPU memory is corrupted and that's not something you can fix software side. You'll need to take the machine in and get it repaired.
Posting this again.

It's not LOD calculations like the first guy said. If it were, all you'd be getting is very pixelated graphics mixed with normal graphics. You're getting things like Youtube bars showing up in other games, which is showing your graphic cache was unable to clear, which points straight to the GPU memory.

18
Modification Help / Re: Mounting emitters to weapon joints?
« on: March 31, 2013, 05:35:23 AM »
i wish there was a mountEmitter function so i could mount like dark/light or water/fire to different staves without wasting badspots ancient precious datablocks.
States?

19
It's a big problem with your GPU memory. I'm going to guess your GPU memory is corrupted and that's not something you can fix software side. You'll need to take the machine in and get it repaired.

20
This is a problem with any multiplayer game with roleplaying, especially in sandboxes. There will always be people who won't roleplay and will do whatever they please. To combat this, you either need to change from an RP to a different genre or you need to hand hold the players through the RP.

21
General Discussion / Re: Blockland World Records 2013
« on: March 30, 2013, 09:50:17 AM »
Thats why I put rules about posting pics/videos/or just coming to the server.
Lol, I can go and edit the Rocket Launcher script to launch me 100x higher or have the shark keep me in his mouth for much longer than normal. You still can't get that much credibility unless you do it on a specific server.

22
Modification Help / Re: Object Loops
« on: March 30, 2013, 06:21:57 AM »
I looped an object and tried making it so every client part of the loop gets messaged that they have committed a crime, but when I test it out, nothing happens. There are no errors in the console so it made me confused. Any help would be appreciated:
Code: [Select]
if(%client.hasGang && %client.Gang !$= "")
{
for(%i = 0; %i < %clientCount; %i++)
{
%clientObject = clientGroup.getObject(%i);
%client = %clientObject.client;

%client.RPData.value["demerits"] += mFloor(%dems);
messageClient(%client, 'centerPrint', "\c6You and your gang have commited a crime [\c3" @ %text @ "\c6]", 3);
}
}

First, make sure %clientCount is defined, like so:
Code: [Select]
%clientCount = clientGroup.getCount();

Second, try calling .dump() on %clientObject and %client and see what comes up.

23
Suggestions & Requests / Re: Brick seperation - addons
« on: March 29, 2013, 08:11:16 AM »
Ephialtes made something like this. Toss in your save and it'll give you a list of RTB add-ons used in that build.

24
Bump.
Guys, are there any solutions to the onPlant function not being called AT ALL?
It started happening recently. I tried to run it in different gamemodes and places, and it does nothing at all.
Run trace() and tell us what happens.

25
Add-Ons / Re: Phydeoux's Alligator and Skeleton bots
« on: March 26, 2013, 09:04:12 AM »
Exactly what I want, however I can't seem to get it to work and I don't know why. I mean, it works fine for the shark.
If you still need help with it, toss me a PM and I'll help you get it working.

26
Off Topic / Re: How do you fap?
« on: March 24, 2013, 08:40:36 PM »
Take a tuna jar and slide it up and down your junk. Post with results later.

27
Add-Ons / Re: Phydeoux's Alligator and Skeleton bots
« on: March 24, 2013, 07:16:58 PM »
You can package this function and do checks after the parent.

-snip-


PS:

I wish you answered your PMS.
I think he wants it like how the sharks change if named "Cool Shark."
In which case you'd use this:
Code: [Select]
function BotName::onAdd(%this,%obj)
{
armor::onAdd(%this,%obj);
        scheduleNoQuota(10,%obj,functionName,%obj);
}

function functionName(%obj)
{
if(isObject(%obj))
{
if(%obj.name $= "NAME")
{
                        //STUFF HERE
}
}
}

28
Code: [Select]
$schedule = schedule(time,0,function,parameters);
getTimeRemaining($schedule);
Don't get getTimeRemaining() and getRemainingTime() mixed up as the latter is not a function.

29
General Discussion / Re: Block Art Online
« on: March 23, 2013, 08:35:16 AM »
There will be elements and ideas pulled from a variety of cultures, and a broader knowledge of our world lets us create a much richer game world
Well, toss me a PM or add me on Steam if you'd like me to help with the Japanese side of that. This looks pretty interesting.

30
General Discussion / Re: Block Art Online
« on: March 23, 2013, 08:21:59 AM »
If you're going to have a dot between art and online, you're going to need a dot between block and art, like so: ブロック・アート・オンライン
Just realized you're going after the style of Sword Art Online.

I have no idea if this project is even remotely related to Japan, but seeing as the title is in katakana, I'll assume it is and offer my help with anything related to Japanese culture/language. Currently living in Japan for a year with my mom's side of the family entirely Japanese, so you know I'm not a weeaboo with a false sense of Japanese culture.

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