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| New Portal Gun - Finally added pictures! |
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| Alphadin:
--- Quote from: Freeze on July 04, 2011, 09:28:05 AM ---No he didn't. --- End quote --- Yes he did, I know. Is Brian saying he made them? |
| DarkStar:
--- Quote from: Freeze on July 04, 2011, 09:28:05 AM ---No he didn't. --- End quote --- Yeah, actually. Brian asked me to make a new model for him when he heard that I was making the player types. |
| Wheatley:
--- Quote from: Sami2ss on July 04, 2011, 09:14:47 AM ---you should also see the view of the first portal through the second portal and vice versa. this is possible if i'm correct. --- End quote --- --- Quote from: lordician on July 04, 2011, 11:09:33 AM ---I dunno who said this buuut. That's not gonna be fun. --- End quote --- lordician's right. Also, I'm pretty sure that at the most, you'd be able to see cubes and yourself(bot version). And even that would require a stuffton of work. Also --- Quote from: lordician on July 02, 2011, 09:25:21 PM ---1. Hard to decide how to position a portal. I dunno if this is even possible. I think portals can only be positioned on the axis. That is, the grid. Even that glitches at some times. 2. DTS portals, possible.. However i think there is a reason for it to be not used yet. 3. I see why, this prevents falling to your death. I think this idea was just to prevent the thing where you hit the ground before the portal moves you, causing you to lose velocity. 4. Urgh, i am pretty sure there is a way around, like that, but it is not being pretty i guess.Yeah...I doubt it looks any good. 5. A player cannot go upside down or on his side without using tumble. Titanium meant if the player comes at the portal from the side, I think. The current one sends you out in the direction the portal faces. If Titanium meant that it changes which way you're facing when you come out, hell, I don't know if that's possible. 6. Pretty sure this IS possible and do-able. --- End quote --- Also, does the portal gun have a pickup thing yet? If so, you should just make the light button attempt a pickup/fire off an OnActivate event(instead of changing modes) --- Code: --- if(%colType & $TypeMasks::fxBrickObjectType && getSimTime() - %col.lastLaserActivateTime > 200) { %col.lastLaserActivateTime = getSimTime(); $InputTarget_["Self"] = %col; $InputTarget_["Player"] = %obj; $InputTarget_["Client"] = %obj.client; if($Server::LAN) { $InputTarget_["MiniGame"] = getMiniGameFromObject(%obj.client); } else { $InputTarget_["MiniGame"] = getMiniGameFromObject(%col); } %col.processInputEvent("onActivate", %obj.client); } --- End code --- I grabbed that from the Laser Pointer, it pretty much fires an OnActivate trigger. |
| Sami2ss:
also this gun is bullstuff, the other one does the same things except it has no bugs. |
| Wheatley:
--- Quote from: Sami2ss on July 04, 2011, 08:28:06 PM ---also this gun is bullstuff, the other one does the same things except it has no bugs. --- End quote --- Please get out, troll. We don't want you here. |
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