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Messages - Plornt

Pages: 1 [2] 3 4 5 6 7 ... 58
16
Modification Help / Re: Make a bot bounce
« on: June 15, 2013, 01:20:12 AM »
Manage to get your forward vector before you collide (so before you lose your velocity, i believe you just need to do this before you parent the function) then just scale that stuff by -1 and deduct friction (which would probably be defined by you). post your collision function

17
Code: [Select]
commandtoserver('sit');
moveForward(1);
schedule(serverconnection.getPing(),0,moveForward,0);

18
Modification Help / Re: Make a bot bounce
« on: June 14, 2013, 11:50:29 AM »
If you want it to bounce off the wall you need to do a lot more math than just setting a static velocity 

19
Suggestions & Requests / Re: Duplorcator support for terrain bricks
« on: June 12, 2013, 10:50:43 PM »
Send me the conflicting add-ons and i fix it right now. or just explain to me whats happening so i dont have to do so much debugging

20
Modification Help / Re: Everyone In Server
« on: April 17, 2013, 09:33:23 PM »
compare the object in question's ID to the ID of the client doing the command. note this is object ID, not BL_ID.
You are comparing a client object ID and a player object ID, you are also using a string comparison for two integers, which isn't really a big deal but using "!=" instead would be faster ;D

21
Modification Help / Re: Little Ingame Browser
« on: April 03, 2013, 09:50:12 PM »
spoiler, javascript doesnt work :3

22
Modification Help / Re: Tagged String Conversion
« on: April 02, 2013, 03:23:15 PM »
What do you mean outputs funnily? Have you used getTaggedString(%taggedStr); at all

23
Creativity / Re: I will make you Hexagrid Avatars!
« on: March 30, 2013, 08:59:02 AM »
i want, purple please <3

24
Modification Help / Re: Spawning invisible brick via code
« on: March 21, 2013, 06:14:14 PM »
I am aware, but im saying since rendering doesn't get rid of the white preview, set it completely transparent then render it?

25
Modification Help / Re: Spawning invisible brick via code
« on: March 21, 2013, 09:03:41 AM »
Try editing the color set and adding a completely transparent color. Then when creating the brick set it to that color idx. Maybe that will remove it?

26
Code: [Select]
function fxDTSBrickData::OnPlant( %this, %obj )
{
parent::onPlant( %this, %obj );
if(%obj.isPlanted)
{
//logic here
}
}

27
Modification Help / Re: Add my own options to setRandomAppearance
« on: March 20, 2013, 08:47:31 PM »
Duplorcator:
Code: [Select]
for(%i=0;%i<%this.numEvents;%i++)
{
//+-EVENT num enabled input delay target output par1 par2 par3
%data = %data NL "+-EVENT" TAB %i TAB %this.eventEnabled[%i] TAB %this.eventInput[%i] TAB %this.eventDelay[%i] TAB %this.eventTarget[%i] TAB %this.eventNT[%i] TAB %this.eventOutput[%i];
//Parameters
%outputClass = %this.eventTargetIdx[%i] == -1 ? "fxDtsBrick" : inputEvent_GetTargetClass("fxDtsBrick", %this.eventInputIdx[%i], %this.eventTargetIdx[%i]);
for(%p=1;%p<=4;%p++)
{
%param = %this.eventOutputParameter[%i,%p];
if(getWord(getField($OutputEvent_parameterList[%outputClass, %this.eventOutputIdx[%i]], %p - 1), 0) $= "dataBlock" && isObject(%param))
%param = %param.getName();
%data = %data TAB %param;
}
}
All the events data are stored in variables

28
Modification Help / Re: Add my own options to setRandomAppearance
« on: March 18, 2013, 11:58:12 AM »
Look in the duplicator code, you can retrieve the previously registered information and add on to it, which seems like to much work for what it does....
what other add-ons overwrite it?

29
Modification Help / Re: Add my own options to setRandomAppearance
« on: March 18, 2013, 11:18:19 AM »
Why can't you re-register the event? If you do it at start up, no one will be in the server and the new clients that connect will get the new registered data.
You could call:
registerOutputEvent(Bot, "SetRandomAppearance", "List City 0 Space 1 Enemy 2",0 );

Then package:
function AiPlayer::SetRandomAppearance(%this,%type,%client)
{
    if(%type < 2)
       return Parent::SetRandomAppearance(%this,%type,%client);
    //Do stuff here

}

30
Modification Help / Re: In-Game Host label
« on: March 09, 2013, 09:13:41 PM »
If you are creating a new.cs file, you have to make sure it is executed. Easiest thing to do is add
exec("./new.cs");
To the existing server.cs

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