| Blockland Forums > Modification Help |
| Corp's Errors and questions thread. I need some coding help here! |
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| The Corporation:
--- Quote from: Nexus on March 18, 2012, 09:55:39 PM ---Not sure what this means --- End quote --- --- Quote from: Nexus on March 18, 2012, 09:55:39 PM ---Not too clear about what you mean by this either. --- End quote --- I presume this is what happens when the player uses Ironsights. I tried adding that line of code that would set the FOV, but it does nothing for me. --- Code: ---function MK11ImageScoped::onMount(%this,%obj,%slot) { if(%obj.toolMag[%obj.currTool]$="") { %obj.toolMag[%obj.currTool]=%this.item.MK11maxmag; } parent::onMount(%this,%obj,%slot); %obj.hideNode("LHand"); %obj.hideNode("RHand"); %obj.hideNode("LHook"); %obj.hideNode("RHook"); } --- End code --- --- Quote from: Nexus on March 18, 2012, 09:55:39 PM ---I'm pretty sure that your problem is --- End quote --- --- Quote from: Nexus on March 18, 2012, 09:55:39 PM ---Because I took the default gun and added a function that made it go to 20 instead of staying at 90 and it worked fine --- End quote --- I know the default is 90, but that is upon going out of ironsights. I've been trying to get it where player right-clicks, and when they switch to the scope, the FOV is set to 20 or lower. I'm still having a problem with that. |
| Nexus:
--- Quote from: The Corporation on March 19, 2012, 04:33:42 PM ---that is upon going out of ironsights. --- End quote --- Not according to your code. It will always set it to 90 unless the client doesn't exist, in which case it doesn't matter. I tried doing this on the default gun and it worked fine. |
| The Corporation:
--- Quote from: Nexus on March 19, 2012, 06:12:00 PM ---Not according to your code. It will always set it to 90 unless the client doesn't exist, in which case it doesn't matter. I tried doing this on the default gun and it worked fine. --- End quote --- Can I just send this to you? I think I'm not understanding something, or something is getting miscommunicated here. |
| Nexus:
--- Quote from: The Corporation on March 19, 2012, 07:03:10 PM ---Can I just send this to you? I think I'm not understanding something, or something is getting miscommunicated here. --- End quote --- I was basing that off of the code you posted here --- Quote from: The Corporation on March 05, 2012, 05:32:56 PM --- --- End quote --- In this code, if the client exists, it sets the fov to default (90). If the client does not exist, then it has no effect because there is no client. The game doesn't ignore it. It is simply a case of the executed code does diddly squat. There is no way that the 20 degree fov can be in effect. The code is good except the if statement you use makes no sense. |
| The Corporation:
--- Quote from: Nexus on March 19, 2012, 10:22:30 PM ---I was basing that off of the code you posted here In this code, if the client exists, it sets the fov to default (90). If the client does not exist, then it has no effect because there is no client. The game doesn't ignore it. It is simply a case of the executed code does diddly squat. There is no way that the 20 degree fov can be in effect. The code is good except the if statement you use makes no sense. --- End quote --- Oh... Back to work. EDIT-New problem has arisen, I'm trying to parent datablocks for my dragonuv in order to reduce datablocks for the addon I'm making. I basically took a look at bushido's magnum skin's codes for reference on how to do it. It's using the MK11's datablocks, but when I used it ingame, this is what happened- It worked normal despite a few model errors that can be fixed later on. But one problem I'm having is the fact that there are no sounds being played. It's really bothering me, and I just really want to get this out of the way. EDIT-nevermind, doesn't matter now. |
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