| Blockland Forums > Modification Help |
| Player standard armor base code? How do I disable a datablock from loading? |
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| soba:
Alright, I'm trying a new approach --- Code: ---new TSShapeConstructor(mDts) { baseShape = "base/data/shapes/player/m.dts"; sequence0 = "base/data/shapes/player/m_root.dsq root"; sequence1 = "base/data/shapes/player/m_run.dsq run"; sequence2 = "base/data/shapes/player/m_run.dsq walk"; sequence3 = "base/data/shapes/player/m_back.dsq back"; sequence4 = "base/data/shapes/player/m_side.dsq side"; sequence5 = "base/data/shapes/player/m_crouch.dsq crouch"; sequence6 = "base/data/shapes/player/m_crouchRun.dsq crouchRun"; sequence7 = "base/data/shapes/player/m_crouchBack.dsq crouchBack"; sequence8 = "base/data/shapes/player/m_crouchSide.dsq crouchSide"; sequence9 = "base/data/shapes/player/m_look.dsq look"; sequence10 = "base/data/shapes/player/m_headSide.dsq headside"; sequence11 = "base/data/shapes/player/m_headup.dsq headUp"; sequence12 = "base/data/shapes/player/m_standjump.dsq jump"; sequence13 = "base/data/shapes/player/m_standjump.dsq standjump"; sequence14 = "base/data/shapes/player/m_fall.dsq fall"; sequence15 = "base/data/shapes/player/m_root.dsq land"; sequence16 = "base/data/shapes/player/m_armAttack.dsq armAttack"; sequence17 = "base/data/shapes/player/m_armReadyLeft.dsq armReadyLeft"; sequence18 = "base/data/shapes/player/m_armReadyRight.dsq armReadyRight"; sequence19 = "base/data/shapes/player/m_armReadyBoth.dsq armReadyBoth"; sequence20 = "base/data/shapes/player/m_spearReady.dsq spearready"; sequence21 = "base/data/shapes/player/m_spearThrow.dsq spearThrow"; sequence22 = "base/data/shapes/player/m_talk.dsq talk"; sequence23 = "base/data/shapes/player/m_death1.dsq death1"; sequence24 = "base/data/shapes/player/m_shiftUp.dsq shiftUp"; sequence25 = "base/data/shapes/player/m_shiftDown.dsq shiftDown"; sequence26 = "base/data/shapes/player/m_shiftAway.dsq shiftAway"; sequence27 = "base/data/shapes/player/m_shiftTo.dsq shiftTo"; sequence28 = "base/data/shapes/player/m_shiftLeft.dsq shiftLeft"; sequence29 = "base/data/shapes/player/m_shiftRight.dsq shiftRight"; sequence30 = "base/data/shapes/player/m_rotCW.dsq rotCW"; sequence31 = "base/data/shapes/player/m_rotCCW.dsq rotCCW"; sequence32 = "base/data/shapes/player/m_undo.dsq undo"; sequence33 = "base/data/shapes/player/m_plant.dsq plant"; sequence34 = "base/data/shapes/player/m_sit.dsq sit"; sequence35 = "base/data/shapes/player/m_wrench.dsq wrench"; sequence36 = "base/data/shapes/player/m_activate.dsq activate"; sequence37 = "base/data/shapes/player/m_activate2.dsq activate2"; sequence38 = "base/data/shapes/player/m_leftrecoil.dsq leftrecoil"; }; new PlayerData(PlayerStandardArmor) { className = "armor"; shapeFile = "base/data/shapes/player/m.dts"; emap = "1"; renderWhenDestroyed = "1"; mass = "90"; drag = "0.1"; density = "0.7"; maxEnergy = "100"; maxDamage = "100"; disabledLevel = "1"; destroyedLevel = "1"; repairRate = "0.33"; rechargeRate = "0.8"; inheritEnergyFromMount = "0"; isInvincible = "0"; firstPersonOnly = "0"; thirdPersonOnly = "0"; useEyePoint = "0"; observeThroughObject = "0"; renderFirstPerson = "0"; pickupRadius = "1.25"; minLookAngle = "-1.5708"; maxLookAngle = "1.5708"; maxFreelookAngle = "3"; maxTimeScale = "1.5"; maxStepHeight = "1"; runForce = "4320"; runEnergyDrain = "0"; minRunEnergy = "0"; maxForwardSpeed = "7"; maxBackwardSpeed = "4"; maxSideSpeed = "6"; maxUnderwaterForwardSpeed = "8.4"; maxUnderwaterBackwardSpeed = "7.8"; maxUnderwaterSideSpeed = "7.8"; runSurfaceAngle = "70"; minImpactSpeed = "30"; maxForwardCrouchSpeed = "3"; maxBackwardCrouchSpeed = "2"; maxSideCrouchSpeed = "2"; airControl = "0.1"; cameraTilt = "0.261"; cameraVerticalOffset = "0.75"; cameraHorizontalOffset = "0"; cameraMaxDist = "8"; cameraMinDist = "0"; jumpForce = "1080"; jumpEnergyDrain = "0"; minJumpEnergy = "0"; minJumpSpeed = "20"; maxJumpSpeed = "30"; jumpSurfaceAngle = "80"; jumpDelay = "3"; jetEnergyDrain = "0"; minJetEnergy = "0"; canJet = "1"; boundingBox = "5 5 10.6"; crouchBoundingBox = "5 5 4"; horizMaxSpeed = "68"; horizResistSpeed = "33"; horizResistFactor = "0.35"; upMaxSpeed = "80"; upResistSpeed = "25"; upResistFactor = "0.3"; decalOffset = "0.25"; jetEmitter = "playerJetEmitter"; jetGroundEmitter = "playerJetGroundEmitter"; jetGroundDistance = "3.98827"; footPuffNumParts = "10"; footPuffRadius = "0.25"; JumpSound = "JumpSound"; mediumSplashSoundVelocity = "10"; hardSplashSoundVelocity = "20"; exitSplashSoundVelocity = "5"; impactWaterEasy = "Splash1Sound"; impactWaterMedium = "Splash1Sound"; impactWaterHard = "Splash1Sound"; exitingWater = "exitWaterSound"; Splash = "PlayerSplash"; splashVelocity = "4"; splashAngle = "67"; splashFreqMod = "300"; splashVelEpsilon = "0.6"; bubbleEmitTime = "0.1"; splashEmitter[0] = "PlayerFoamDropletsEmitter"; splashEmitter[1] = "PlayerFoamEmitter"; splashEmitter[2] = "PlayerBubbleEmitter"; footstepSplashHeight = "0.35"; groundImpactMinSpeed = "10"; groundImpactShakeFreq = "4 4 4"; groundImpactShakeAmp = "1 1 1"; groundImpactShakeDuration = "0.8"; groundImpactShakeFalloff = "10"; uiName = "Standard Player"; rideAble = "0"; canRide = "1"; showEnergyBar = "0"; cameraMaxFov = "120"; maxTools = "5"; cameraMinFov = "5"; maxItems = "10"; speedDamageScale = "3.8"; brickImage = "brickImage"; cameraDefaultFov = "90"; maxWeapons = "5"; aiAvoidThis = "1"; }; --- End code --- This is the code I am using to test it, I want to either disable the mDts and PlayerStandardArmor datablocks from loading, delete them from the game, or overwrite them with this one, overwriting appears to crash the game upon startup, and I don't know how a datablock is unloaded from the server |
| Chrono:
Problem #1: You're using 'new'. Problem #2: You cannot under any circumstance change any TSShapeConstructor datablock after it has already been created. Problem #2b: You also can't make a new one that references the same baseShape as another. Answer to "want to disable default stuff": You can't. |
| soba:
--- Quote from: Chrono on December 13, 2011, 11:39:58 PM ---Problem #1: You're using 'new'. Problem #2: You cannot under any circumstance change any TSShapeConstructor datablock after it has already been created. Problem #2b: You also can't make a new one that references the same baseShape as another. Answer to "want to disable default stuff": You can't. --- End quote --- son of a bitch...I can't find any other way to do this without getting the avatar problems, and I doubt the face.ifl and decal.ifl duplication would work in the end I need to recreate the standard playertype, using all the animation merging crap and everything else, thats it, thats all, is there no way to do this? |
| Chrono:
-Use my code in the links people provided as a resource -Make so players are forced to your new playertype |
| soba:
--- Quote from: Chrono on December 15, 2011, 10:32:17 AM ----Use my code in the links people provided as a resource -Make so players are forced to your new playertype --- End quote --- Did use your code, your server command never played even the "slash" animation that comes with it, nor mine |
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