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Add-Ons / Re: [Brick pack] House bricks UPDATE (V2)
« on: February 16, 2017, 12:05:30 PM »Off Topic: I noticed you where doing something on your server, may I ask what?I were working on
This
And this
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Off Topic: I noticed you where doing something on your server, may I ask what?I were working on
You have to place nodes where you want your wheels to be, you can do this by hovering over the 3D view, press Shift and A, go to 'Empty' and select 'Single Arrow', create four of these for each wheel, then move the arrows to where you want the wheels to be, then name the arrows 'hub0' (front-left wheel), 'hub1' (front-right wheel), 'hub2' (back-left wheel), and 'hub3' (back-right wheel')Thanks for that but I already know how to add wheels it's just it wasn't showing up but Master King Deaddude fixed it for me by renaming some stuff.
If your wheels aren't rotated correctly in-game, try spinning each of the nodes by 90 degrees
Also, make sure the origins of your objects and nodes are centered onto the grid, you can do that by selecting everything with A, press Shift and S, then select 'Cursor to Center', then press Shift, Ctrl, Alt and C (great hotkey, i know), and select 'Origin to 3D Cursor'
This will make it so that none of your objects spawn or appear weirdly in-game
Do you have a translucent material on the tractor model?No, I don't add glass to the vehicles because sometimes it glitches out and looks like it's always on top of the water
The wheels are a separate DTS file which needs to be a single wheel in the center of the 3D environment of your modelling programWould you mind having a look at the file for me please, They use the default jeep tires
wowsers that's really really goodLol thanks the wheels ain't staying they are ugly as hell
wheels could use some smoothshading in spots though.
according to the man himselfHe's lying he is actually the guy
either there's someone going around acting as him or he's lying
Ok, I went and checked the code:Just a question but why does the code have to look fancy or have to look a curtain way? does it take longer if it has unused stuff or longer commands in? I'm not being a richard about this I'm just asking.
$SkyChange::name = "SkyChange";
Did you want to do something with this? It's never used and you can just remove it.
package SkyChange
{
...
};
activatePackage(SkyChange);
It's not necessary to use a package here, just put the function normally.
You use packages if you want to extend a function that already exists, for example making players explode when they jump.
$path = "Add-Ons/Sky_" @ %filename @ "/" @ %filename @ ".dml";
if(%cl.isSuperAdmin)
{
if(!isFile($path))
{
messageClient(%cl, '', "\c5" @ "[SkyChange] " @ "\c2Skybox:\c0 '" @ %filename @ "' not found.");
}
else
{
setSkyBox($path);
messageAll('', "\c5" @ "[SkyChange]" @ "\c2 changed skybox to \c5'" @ %filename @ "'");
}
}
You should use a local variable (with %) here. Global variables (with $) are only for things you want to keep when the function exits.
They're also shared between all add-ons, so if another add-on uses the global "$path" there might be a problem.
function reloadMe()
{
exec("Add-Ons/Server_SkyChange/server.cs");
}
You should remove things like that before you release an add-on.
Gonna have to prove it.