Author Topic: Beta Player Model  (Read 6919 times)

If anyone asks permission, maybe I can post what I have. I tried to integrate it with Amade's Bot Events and got too confused to finish it.

I'd be happy if you could give me it and ill try to find bugs

I'd be happy if you could give me it and ill try to find bugs

Oh ya, just to tell you, I was mid way through recoding it in certain ways when I simply stopped. So the code doesn't work right now anyway. But you should be able to tell what I was trying to do. :/ I'll PM you a link to it.

Anyway, I started editing the code to work functionally with Amade's bot events. I discovered he made the events so that, if you're not using the default Blockland Minifig, it forces all appearance edits to do "ALL" nodes. I had to make a revised version of the code to set things correctly.
Just as a warning, Team Deathmatch does this too to work correctly with the Horse, Pirate Cannon and Tank Turret. It currently functions like that on anything that doesn't have the file name "m.dts".

:/ Well, do you want to help me with this, then? Or at least can? This is a confusing matter.

I had the thought of changing the .shapeFile text while it's being checked or something, but I didn't even try it since it's obviously impossible.

Edit: Wait, Space. I tried to make it have the old animations with "m.dts" like it originally was, and it messed up because of the other one.
« Last Edit: July 19, 2010, 11:20:28 AM by MegaScientifical »

I have no clue - does it have the same bone structure? If you can make it use the same animations that reduces downloads needed, anyway.

I have no clue - does it have the same bone structure? If you can make it use the same animations that reduces downloads needed, anyway.

Considering the parts of the model consistant with the current one seem to be exactly the same, as well as... well, the whole body. Yes.

But the way I have the beta files, a bunch of the .dsq's were missing. I ported in the current players animations, then overlapped the old ones. A few of them were different file sizes, so they were different back then.

I sent you my .zip with all the files I use. Note that, as I said, mid scripting I stopped, so it shouldn't work right now. :/

Well, I don't know how the "shape constructor" organises things so I cannot help.


Well, I don't know how the "shape constructor" organises things so I cannot help.

When did you think that was my main problem? My problem is setting player stuff to it while knowing what can't be set. I was changing it to use default player look when I realized I don't know default player's settings. I just want this mostly functional.

But animations really aren't my problem with this.

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Oh my god, don't use full size images. Dude, that isn't even what this topic is about.


That looks like tbm if it is delete it now.

Dude, shut the forget up right loving now.

1: You quoted the full image you dumbass.
2: The radar was defaulted in AiO.
3: Even if it is loving TBM, why the forget does he have to delete it? Oh, it has a virus some noob told you because he was told by a different noob that a noob- Oh wait, it's a rumor noobs thought up to majorly exaggerate the problem that got TBM banned. Don't bring TBM into this topic, or anywhere. forget you.

Mega, Does that function as of now, just to walk around, and sit, and build? If so, I'll take it as is. <3

Mega, Does that function as of now, just to walk around, and sit, and build? If so, I'll take it as is. <3

No, the script is busted right now.

You said the animations were messing up "because of the old one". I assume that is something to do with the shape constructor because that's what you use to set up the animations.