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Author Topic: Escape Overlay Released [NARG]  (Read 497243 times)

An idea for you Nexus: Make a mod where you push a keybind and it records the path you want. Push the other keybind and it makes you walk that path.
 -  SuperMacro - Records all your actions for playback

:/

:/
Whenever I put it in my add ons Blockland won't start up, it just continually executes everything over and over.

Whenever I put it in my add ons Blockland won't start up, it just continually executes everything over and over.

Well that is really bizarre, do you get a console error?  Post the log if you can't find anything.

Well that is really bizarre, do you get a console error?  Post the log if you can't find anything.
Nothing and the file is too large ):

I deleted some other client sided add on and it works now. Is there a limit for how many client sided add ons you can have or something?

I deleted some other client sided add on and it works now. Is there a limit for how many client sided add ons you can have or something?
No, but many client-sided mods will collide with eachother.

No, but many client-sided mods will collide with eachother.
Are you saying Nexus' radar was colliding with his Super Macro?

If your entire game kept trying to reset, that probably isn't a problem with interfering client mods.  At worst, interfering client mods will just make eachother not work

Bump
made a little resource for approximating your eye point and focus point client sided.
It appears to have some accuracy problems at distances above like 300
If someone has a better way, I would be delighted to hear about it.

Code: [Select]
function getfocuspos()
{
%dist = getfocusdistance();
%eye = getmyeyepoint();
%vec = serverconnection.getcontrolobject().getmuzzlevector(0);
%vec = vectorscale(%vec, %dist);
return vectoradd(%eye, %vec);
}

function getmyeyepoint()
{
%player = serverconnection.getcontrolobject();

if(!isobject(%player))
return "0 0 0";
%pos = %player.getposition();
%vec = %player.getforwardvector();
%scale = %player.getscale();
%x = getword(%pos, 0) + (getword(%vec, 0)*0.14 + 0.002)*getword(%scale, 0); //me no likey
%y = getword(%pos, 1) + (getword(%vec, 1)*0.14 + 0.002)*getword(%scale, 1);
%z = getword(%pos, 2) + (getword(%player.getdatablock().boundingbox, 2)/4.92 + $iamcrouching*1.53 + 0.002)*getword(%scale, 2); //optimized for standard blockhead, good luck otherwise
return %x SPC %y SPC %z;
}

(requires a package to create the $iamcrouching variable)

Will that get the coordinates of the location you're looking at?

Will that get the coordinates of the location you're looking at?

As best as I can figure out how, yea.  It tends to be a few thousandths off because the eye point adjusts oddly as you tilt your blockhead around and I can't figure out a precise mathematical way to explain it.


(requires a package to create the $iamcrouching variable)

Just check for the $mvTriggerCount3 variable instead.

Just check for the $mvTriggerCount3 variable instead.

O neat, learn something new all the time

O neat, learn something new all the time

They say you learn something new everyday....