Poll

What to focus on first?

Polish and mod completion (add special functionality to bugs and stuff that have been needing it)
Finish and release the MAS Magma Exo-suit
Finish the MAS Scarab-Wasp playertypes
Create more ASN (robotic) playertypes
Finish up and release the currently exsistant but unrelased bugs (the Tremormites, the two spiders, BugMod 3, ect)
Work on the remainder of the wasps
Work on new bugs!
Create more MAS weapons/suits/items/ect

Author Topic: The Bug & MAS Mods (Server coming maybe)  (Read 735270 times)

Ok I really don't think the Collab city i going to work well, it lags my silly laptop way too much.

Ok I really don't think the Collab city i going to work well, it lags my silly laptop way too much.
Sounds like a craptop to me. :D

Also, less progress then i wanted to today, was birthday of my little sister and all that.

Change that to fatty Windows and it would be more accurate. :/
This laptop used to load Blockland instantly. It could handle huge builds and it rarely lagged, if ever. Lately Blockland will lag even when I'm on an empty slate map. Though now that I think about it, this might be an add-on issue. RTB has been known to slow things down also...


And wow really? My little sister's birthday is this Friday. o.O

Ok guys, I have officially lied. :(

There will be a new bug to test this time around. Nothing amazing, but it is something.

Hurray! New stuff for you guys to test on the server!
Better join it when it gets up! :D

Made some progress.
Added support for the additional effects of some poisons.
I used Gravity Cat's pasted code as a reference because it had some useful stuff.
Eventually, it might look a lot like it, but with more stuff.

Also added something so that players know when the poison pulses (that is when it hurts you).
I am pretty confident that it will be cool.

Gonna change the way it works now a bit though.
« Last Edit: July 19, 2012, 11:09:10 AM by lordician »

Sounds good. The additional effects will be much appreciated. ;)

Working hard to get this stuff fully operational.
Had a small talk with Armeh which made me think of things to add/change.

It is going to be good guys.
After 3 years, it will be worth the weight.
And bees.
I ate bees to power myself.
Because bees are a source of pure power.

This page gave me an idea: "collab city under attack by an endless swarm of bugs n stuff" :0

Too bad Army disagreed on the whole Collab City part. :C

Too bad Army disagreed on the whole Collab City part. :C

Well not quite. I'm still open to the idea, but I'd rather not use it this time around.

I'll see about patching up the build eventually (probably with help). Also if Trinity Armory wouldn't mind hosting it, that would be much appreciated, since as I said before, my laptop can't handle the build.

(Mostly) Fixed the Earwig's wings finally:



They still need some work, as you can see by the black areas, but maaaaan this is way better than the older version! :d

That looks nice! :D

Sadly i have to report that i encountered that my own test of the stuff so far didn't get passed.
I will have to look into the problems later.

Woke up and i knew what was the problem.
Working on it.

I was silly if that was the case.
DOUBLE EDIT POWERS:
Yeah, 2 silly mistakes.
Great.
But it passed the test now.
Now to add the different amounts of shake and add easy use for projectiles and explosions and voila.
« Last Edit: July 20, 2012, 05:24:30 AM by lordician »

Double post for modders info:
Quote
Put in datablock of projectiles/explosions:
Code: [Select]
//Poison stuff
poison = 1; //(No default)Has to be 1, for the code to recognize this is a poison projectile/explosion
poisonSound = multiple; //(Default: 0) Sound that plays every poisonPulse ; 0 = no sound (NOT ADVISED) ; 1 = default poison Sound (see (well, hear) event poison) ; soundName = Custom sound
poisonImage = multiple; //(Default: 0)Visual effect of the poison ; 0 = No image ; 1 = Standard poison effect (see event poison effect) ; ImageName = Custom poison effect (remember, custom images, see below)
poisonChance = number; //(Default: 100) Chance to poison victim (100 for always)
poisonType = ""; //(Default: "Standard") Example: "SpiderPoison", used for immunity checks and curing of specific poisons
poisonDamage = number; //(Default: 1) Do you need an example here? >_>
poisonMinHealth = number; //(Default: 0) Poison stops when it reaches this amount of health. (0 to kill :D)
poisonPulseDelay = number; //(Default: 500, Minimum: 500) Delay (in ms) between pulses (somewhere around 1000 is the best lowest when looking at the interval between heart beats)
poisonMaxPulses = number; //(Default: 10) Maximum amount of pulses
poisonShake = multiple; //(Default: 0) 0 = No screen shake effect ; 1 = High screen shake effect ; 2 = Medium screen shake effect ; 3 = Low screen shake effect ; Projectile datablock = datablock of projectile to use for shake screen explosion
poisonFlash = number; //(Default: 0) 0 = no flash at all ; 1 = whiteOut every pulse ; 2 = damageFlash (redOut) every pulse
poisonFlashAmount = number; //(Default: 50) Only used when flash isn't 0, determines intensity of flash
poisonDrain = number; //(Default: 0) 1 = Acts like a normal poison, but does not stop when the victim is on poisonMinHealth ; 2 = Same as 1 but sets the victim to poisonMinHealth right off the start.
poisonParalyze = number; // NOT IMPLEMENTED YET(Default: 0) 0 = No paralyze ; 1 = Inflicts a paralyze effect when the victim gets this poison (Goes away when poison is cured) ; 2 = See 1, but doesn't go away when poison is cured.
poisonSpread = bool; //(Default: 0) 1 = When a victim touches the poisonInfected person, he/she/it mite get infected too!
poisonOverwrite = bool; //(Default: 1) 2 = Overwrites poison victim already has (if they are of the same type) ; 1 = Overwrites poison victim already has ; 0 = Resets poison of victim
You can leave out almost everything, the only thing you have to have in there is "poison = 1;"
The things you leave out will take their default settings as described above.
Quote
Want to use your own visual effect for your special poison?
Make an image! (removed isPoison requirement, because it is no longer needed! :D)
Be sure to inflict poison with your custom image (using poisonImage).
Quote
Interesting side-functions for modders:
- IsInMinigame(%player)
   Checks if the given playerObject (that lives)[%player] is in a minigame.
   Returns 1 if true, 0 if false.
- IsPlayerObject(%obj)
   Checks if the given object [%obj] is a playerObject (ClassName Player or AIPlayer).
   Returns 1 if true, 0 if false.
- IsLivingPlayerObject(%obj)
   Checks if the given playerObject [%obj] is alive.
   Returns 1 if true, 0 if false.
- IsLivingPlayerObjectInMini(%obj)
   Checks if the given living playerObject [%obj] is in a minigame
   Returns 1 if true, 0 if false.
- PlayerHasPoison(%player)
   Checks if the given living playerObject that is in a minigame [%player] has a poison running at the moment.
   Returns 1 if true, 0 if false.
- IsTypeAll(%type)
   Checks if the given type is either "ALL", "All" or "all".
   Returns 1 if true, 0 if false.
- PlayerIsImmune(%player, %type)
   Checks if the given living playerObject that is in a minigame [%player] is immune for the type: %type.
   Returns 1 if true, 0 if false.

Of coursem we also have the function which inflicts poison and cures poison, but those will be explained here later on.
The above information may be updated from time to time, so beware.
« Last Edit: August 15, 2012, 04:55:35 PM by lordician »

Triple post! Oh noes!
But i got very good news.

GRAB THE POISON ADD-ON RELEASE CANDIDATE HERE!
V0.1: Fixed some stuff with projectiles/explosions.
V0.2: Fixed an extra pulse, beginners mistake people, point and laugh at me! :D
V0.3: Bugs.... Bugs everywhere. Fixed some, still not fully fixed. Sorry.
V0.4: Army Unit fixed shaking, now everything works what i had in.
V.RC1: Everything is fixed, made it easier for modders to use some of it, no more image-dependency problems.
- Also added support for paralyzing already, though it doesn't work yet. But you can already prepare your poison to work with it.
V.RC1.1: Now everything is fixed for real...
(Grab a test save here.)
Remember, poison only works in a minigame. :)
If you are a modder, please check out the post above for modders info.
Report any bug (pun not included) here so i can easily find and work on the reports. ^^

After 3 years in development, hopefully it's been worth the bees.
If no bugs are found this weekend or when all bugs are resolved, the poison add-on will be submitted to RTB ASAP.

Also ArmyUneet, you can always grab the latest working build from the latest build folder, in the folder where i work on the poison, on Dropbox. :)
« Last Edit: August 15, 2012, 04:41:48 PM by lordician »

:O

Awesome. Thank you so much!
I'll implement it soon.

Lordician gets dibs on my secret team during the server! (Besides me)
And despite what most people are thinking, it's not an OP boss team.