Author Topic: Disabling brick damage for a minigame  (Read 806 times)

I tried
Code: [Select]
$DefaultMinigame.brickDamage = false;
and brick damage still worked. However, doing it from the GUI for a non-dedi minigame seems to work fine. Is there some function I'm supposed to call to make it update?

Someone should just do a clean-install dump of $DefaultMiniGame, just so we all can have a good reference

export("$DefaultMinigame*","config/defaultstuff.txt"); ??

being silly, nvm

export("$DefaultMinigame*","config/defaultstuff.txt"); ??
And what exactly are you expecting that to do

compile a list of variables, then i read your post again, then edited my post

ignore it all

Someone should just do a clean-install dump of $DefaultMiniGame, just so we all can have a good reference

There is no 'clean standard way'. Enabling the default mini-game in a game-mode also needs some configuration.
Just use Rotondo's game-mode documentation for all the configurable values.

There is no 'clean standard way'. Enabling the default mini-game in a game-mode also needs some configuration.
Just use Wedge's game-mode documentation for all the configurable values.
Rotondo.


Port still name-cursed.

There is no 'clean standard way'. Enabling the default mini-game in a game-mode also needs some configuration.
Just use Rotondo's game-mode documentation for all the configurable values.
I mean, just do $DefaultMiniGame.dump(); on tutorial or even rampage

Dump of dedicated minigame:
Code: [Select]
Member Fields:
  class = "MiniGameSO"
Tagged Fields:
  BrickDamage = "0"
  build = "Space Arena"
  FallingDamage = "0"
  lastResetTime = "254574"
  member0 = "41357"
  numMembers = "1"
  owner = "0"
  PlayerDataBlock = "661"
  Points_KillPlayer = "1"
  scoreLimitSchedule = "44894"
  SelfDamage = "1"
  StartEquip0 = "680"
  StartEquip1 = "688"
  StartEquip2 = "0"
  StartEquip3 = "0"
  StartEquip4 = "0"
  timeLimitSchedule = "44479"
  title = "Default Minigame"
  UseAllPlayersBricks = "1"
  UseSpawnBricks = "1"
  VehicleDamage = "1"
  WeaponDamage = "1"
Methods:
  addMember() -
  addScheduledEvent() -
  BottomPrintAll() -
  cancelEvents() -
  CenterPrintAll() -
  chatMessageAll() -
  ChatMsgAll() -
  checkScoreLimit() -
  clearEvents() -
  clearNTObjectName() -
  delete() - obj.delete()
  dump() - obj.dump()
  dumpEvents() -
  endBuildVote() -
  endGame() -
  forceEquip() -
  getClassName() - obj.getClassName()
  getGroup() - obj.getGroup()
  getId() - obj.getId()
  getLine() -
  getName() - obj.getName()
  getTaggedField() - obj.getTaggedFieldCount(int idx)
  getType() - obj.getType()
  isMember() -
  MessageAll() -
  messageAllExcept() -
  onAdd() -
  pickSpawnPoint() -
  ProcessInputEvent() -
  removeMember() -
  Report() -
  reset() -
  RespawnAll() -
  save() - obj.save(fileName, <selectedOnly>)
  schedule() - object.schedule(time, command, <arg1...argN>);
  serializeEvent() -
  serializeEventToString() -
  setEnableBuilding() -
  setEnablePainting() -
  SetEventEnabled() -
  setName() - obj.setName(newName)
  setNTObjectName() -
  startBuildVote() -
  ToggleEventEnabled() -
  updateEnableBuilding() -
  updateEnablePainting() -
  updatePlayerDataBlock() -

Dump of regular minigame:
Code: [Select]
Member Fields:
  class = "MiniGameSO"
Tagged Fields:
  BrickDamage = "0"
  BrickRespawnTime = "30000"
  colorIdx = "0"
  EnableBuilding = "1"
  EnablePainting = "1"
  EnableWand = "0"
  FallingDamage = "1"
  InviteOnly = "0"
  member0 = "14763"
  numMembers = "1"
  owner = "14763"
  PlayerDataBlock = "38"
  PlayersUseOwnBricks = "0"
  Points_BreakBrick = "0"
  Points_Die = "0"
  Points_KillPlayer = "1"
  Points_KillSelf = "-1"
  Points_PlantBrick = "0"
  RespawnTime = "1000"
  SelfDamage = "1"
  StartEquip0 = "65"
  StartEquip1 = "75"
  StartEquip2 = "378"
  StartEquip3 = "894"
  StartEquip4 = "846"
  title = "Nullable\'s Mini-Game"
  UseAllPlayersBricks = "0"
  UseSpawnBricks = "1"
  VehicleDamage = "1"
  VehicleRespawnTime = "5000"
  WeaponDamage = "1"
Methods:
  addMember() -
  addScheduledEvent() -
  bottomPrintAll() -
  call() -
  cancelEvents() -
  centerPrintAll() -
  chatMessageAll() -
  chatMsgAll() -
  clearEvents() -
  clearNTObjectName() -
  delete() - obj.delete()
  dump() - obj.dump()
  dumpEvents() -
  endGame() -
  forceEquip() -
  getClassName() - obj.getClassName()
  getGroup() - obj.getGroup()
  getId() - obj.getId()
  getLine() -
  getName() - obj.getName()
  getTaggedField() - obj.getTaggedFieldCount(int idx)
  getType() - obj.getType()
  hasMethod() -
  isMember() -
  MessageAll() -
  messageAllExcept() -
  onAdd() -
  pickSpawnPoint() -
  processInputEvent() -
  removeMember() -
  Report() -
  reset() -
  respawnAll() -
  save() - obj.save(fileName, <selectedOnly>)
  schedule() - object.schedule(time, command, <arg1...argN>);
  serializeEvent() -
  serializeEventToString() -
  setEnableBuilding() -
  setEnablePainting() -
  SetEventEnabled() -
  setName() - obj.setName(newName)
  setNTObjectName() -
  ToggleEventEnabled() -
  updateEnableBuilding() -
  updateEnablePainting() -
  updatePlayerDataBlock() -


Have you tried tracing when you change it with the GUI?

Tried setting .brickDamage to false on a custom minigame from console, worked. So this issue seems to be local to the default minigame?

EDIT: Nope, seems like the issue is public bricks.