Customizable Playertype

Author Topic: Customizable Playertype  (Read 12885 times)

Was so excited untill I saw that you have to restart. You should make a GUI for this.

Do want

It's so funny that you guys believe you have to restart...
Seriously.



Wheatly is producing a mass of half-done or crap add-ons atm.
Take more time amd get them done better.

It's so funny that you guys believe you have to restart...
Seriously.


Note that, for any of these value changes to take effect, you must restart your server. The playertype's values all default to what a standard player's values are.



That's complete horse stuff.
You don't need to restart a server to change values of a datablock.
Wheatly just forgot to include a callback function that does that in his RTB prefs.

That's complete horse stuff.
You don't need to restart a server to change values of a datablock.
Wheatly just forgot to include a callback function that does that in his RTB prefs.
And people who are still in the server with old datablocks / people who have yet to join the server and will load old datablocks won't crash?

And people who are still in the server with old datablocks / people who have yet to join the server and will load old datablocks won't crash?
Nope
Why would they crash

Hey
Start a server

Get players on it and let them spawn

Put PlayerStandardArmor.runForce = 10000; in your console

Wtf suddenly everyone is twize as fast as before!!!

-snip-

There is no non-hacky way to send updated datablock information to your clients, yet if you do not, then they will experience possibly unplayable glitchiness due to client-side prediction.

No doubt you have tested this on a single-player server, where your client is the server, and assumed that because it works there it works for all clients. Well, uh, no. It doesn't.

What
I tested it some time ago with some other guys on the server and it worked

Try it on a dedicated server and you'll know what I mean.

Try it on a dedicated server and you'll know what I mean.
...
Should have tested it again
It doesn't work

It's still possible however

Thought you might want to know:

  • Make the Jump Force field more user-friendly so that it uses brick height

Divide the value of jumpForce, runForce, etc. (impulse velocity) by 90 to get the value in Torque units per second.

Note that, for any of these value changes to take effect, you must restart your server. The playertype's values all default to what a standard player's values are.

When you change the values:

Code: [Select]
%cnt = clientGroup.getCount();

for ( %i = 0 ; %i < %cnt ; %i++ )
{
    %cl = clientGroup.getObject( %i );

    if ( %cl.hasSpawnedOnce )
    {
        %cl.transmitDataBlocks( $missionSequence );
    }
}

Quote
Code: [Select]
%cnt = clientGroup.getCount();

for ( %i = 0 ; %i < %cnt ; %i++ )
{
    %cl = clientGroup.getObject( %i );

    if ( %cl.hasSpawnedOnce )
    {
        %cl.transmitDataBlocks( $missionSequence );
    }
}
That's worky