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| Craftsmen Medieval RPG |
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| Tingalz:
--- Quote from: Amade on August 10, 2010, 07:25:56 PM ---windose rite? if so get python and install it to your C:\ NOT IN PROGRAM FILES JUST PLOP IT RIGHT IN THE C:\ then you need to check your blender folder for a folder named .scripts if it's not there you need to reinstall blender to not use the goddamn virtual store or whatever in portable mode (or whatever) and then go find the torque dts exporter and put its scripts and stuff in .script and then it should work. --- End quote --- Yes, but how does texturing work? Blender is a clusterforget of confusion for me. |
| TheBetterMouseTrap:
--- Quote from: M on August 10, 2010, 10:45:44 PM ---I personally am a fan of making it smooth and english-like to type these things. Such as: /give 12 copper to someone or /give 12 copper If you use it with "to" it takes the next couple of words and tries to find a player nearby to give that money to. If you omit the "to someone" it will try to give it to whoever you're looking at. Also distance-based: Need to be within an 8x plate or so (very close) to trade. Perhaps 12 at the furthest. --- End quote --- I would agree with you, its easier to remember commands when they are more natural in our minds, which is what making it more English-like would do. |
| Amade:
--- Quote from: M on August 10, 2010, 10:45:44 PM --- --- End quote --- /give just seemed to ambiguous but really /givemoney someone 12 monies isn't that strange minus the money attached to the give. |
| M:
--- Quote from: Amade on August 10, 2010, 11:18:55 PM ---/give just seemed to ambiguous but really /givemoney someone 12 monies isn't that strange minus the money attached to the give. --- End quote --- well you could always extend it to be the full inventory thing, just count copper silver and gold as possible items ("pseudo-items" if you will, possible to give but not really part of your inventory) so you could also use /give iron armor to amade - if the count is omitted (ie if the first arg isn't an integer) assume 1, if it's invalid (less or equal to 0) then throw an error at them. So I could do: /give 3 silver /give iron sword to chuckles /give 2 iron dagger If the count is more than one, no item is found by the item name and it ends in S, trim the S and try again, so '/give 2 iron daggers' would be valid, or even have plural matching for items so we can be grammatically correct - "iron swords" is correct just with the S but "coppers" is not - but then some people would be confused as they are not aware of grammar, plurals or the concept of the English language as a whole. The concept of the script is: Check first arg - if it's an integer, check to see if it's 1 or greater, if not, then throw an error and return If it's not an integer, use it as the first word of the item name and set count to 1 Then go through the rest of the args one word at a time (composite it into a string and loop the words) until you run out of words or hit a "to" Once you have a name, check to see if they have enough of the item to give If not, error and return If no "to" is found, raycast from player view for a target If a "to" is found, search for a player matching that name in the radius around them If a target was found, give them the item(s) and remove from the giver's inventory, if not, throw an error and return Fairly simple. And the less commands there are, the better for the end user. |
| Amade:
go for it :cookieMonster: |
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