Author Topic: Chrisbot6's Renderman Mod - v3 Prototype (ALL FIXED)  (Read 17133 times)

I fixed it. The AI file was corrupted  :panda:

I fixed it. The AI file was corrupted  :panda:
Oh. Does the download link in the OP contain the fixed version? Because I just redownloaded and it was still broken.

Oh. Does the download link in the OP contain the fixed version? Because I just redownloaded and it was still broken.
Yeah, I reuploaded it. And when I downloaded the reupload it worked fine.

Also, make sure you're loading the right file

Yeah, I reuploaded it. And when I downloaded the reupload it worked fine.

Also, make sure you're loading the right file
That's odd... I just redownloaded again, and disabled everything except for default addons and the mod itself, and got the same effects of the broken one. Also, I have no other version of the renderman mod in my addons folder except for the one I just redownloaded.

Ok, what changed on my end was that the renderman that come up to you and laugh now disappear, as for the ones that just stand there and stare at you. They dont leave and seem to stare at one spot even though you have moved.

Also, I noticed that the detector bricks detect from around the player and not themselves. There was a Renderman standing on a detector on one side of the room and it was blinking half speed, but the one on my side of the room that I was standing on was going haywire, I dont know if this was intentional for it to detect in relative area to the player, but it defeats the purpose of the brick if you place it across a city and it goes nuts when a render is behind you were your at.

EDIT: I also have an Idea for the detector. OnDetection Event, players can get as creative as they want with it.
« Last Edit: March 02, 2013, 03:53:47 PM by doomgiver »

Ok, what changed on my end was that the renderman that come up to you and laugh now disappear, as for the ones that just stand there and stare at you. They dont leave and seem to stare at one spot even though you have moved.

Also, I noticed that the detector bricks detect from around the player and not themselves. There was a Renderman standing on a detector on one side of the room and it was blinking half speed, but the one on my side of the room that I was standing on was going haywire, I dont know if this was intentional for it to detect in relative area to the player, but it defeats the purpose of the brick if you place it across a city and it goes nuts when a render is behind you were your at.

EDIT: I also have an Idea for the detector. OnDetection Event, players can get as creative as they want with it.
What? The detector scans from itself. This is how it is meant to work. Otherwise i've made a coding error somewhere.

What? The detector scans from itself. This is how it is meant to work. Otherwise i've made a coding error somewhere.
Well I noticed that the Type T doesen't move or disappear..
I went to day and he still wouldn't go
I tried to disable it and it wouldn't go...
I Destructo Wanded him and he died from falling..
I think you messed up the code.  :panda:

Chris i am having troubles with you RenderMan prototype 3 v4 when im playing he appears and kills me (which is normal) but then after he kills me he stays in the exact same spot for the rest of the game. Besides that i loved your original RenderMan mod and this one is great!                       
 
 
 Oh and by the way is he supposed to have a light?

Chris i am having troubles with you RenderMan prototype 3 v4 when im playing he appears and kills me (which is normal) but then after he kills me he stays in the exact same spot for the rest of the game. Besides that i loved your original RenderMan mod and this one is great!                       
 
 
 Oh and by the way is he supposed to have a light?
The light is a pref. (On by default)

I'm trying to find the root of the Type T issue. Unfortunately I can't reproduce it and nobody seems to have heard of something called console.log so yeah

Well thank you for trying to help me. I got  Zombies from Brian Smith and he wouldnt help me AT ALL and I just hated it  I told him the problem and he just said that he was doing other important things (like waiting for a line to move faster at a slide) so for helping me i give you a cookie.    :cookie:

Issue is fixed. Redownload the prototype.

Suggestion: Type W Renderman

The Type W Renderman would be a renderman that has no effect but to freak the player out beyond all recognition
This is how it would work
The renderman would be the size of a normal player
It would spawn ~20 bricks behind the player or to the side maybe
When the player doesn't see the renderman, a creepy sound would be playing for the client, but only when the Type W is within say 30 block radius
When the player sees the Type W, the renderman would dissepear with a creepy screech sound cut off like halfway through
Perhaps you could use a getRandom function to spawn a rendeman directly behind a player and play a creepy sound.
When the player turns around the renderman would dissepear with a creepy screech sound.

Suggestion: Type W Renderman

The Type W Renderman would be a renderman that has no effect but to freak the player out beyond all recognition
This is how it would work
The renderman would be the size of a normal player
It would spawn ~20 bricks behind the player or to the side maybe
When the player doesn't see the renderman, a creepy sound would be playing for the client, but only when the Type W is within say 30 block radius
When the player sees the Type W, the renderman would dissepear with a creepy screech sound cut off like halfway through
Perhaps you could use a getRandom function to spawn a rendeman directly behind a player and play a creepy sound.
When the player turns around the renderman would dissepear with a creepy screech sound.
Nice...
But we need BIGGER, BETTER (not that this isn't a bad idea)

Suggestion: Type W Renderman

The Type W Renderman would be a renderman that has no effect but to freak the player out beyond all recognition
This is how it would work
The renderman would be the size of a normal player
It would spawn ~20 bricks behind the player or to the side maybe
When the player doesn't see the renderman, a creepy sound would be playing for the client, but only when the Type W is within say 30 block radius
When the player sees the Type W, the renderman would dissepear with a creepy screech sound cut off like halfway through
Perhaps you could use a getRandom function to spawn a rendeman directly behind a player and play a creepy sound.
When the player turns around the renderman would dissepear with a creepy screech sound.

Done.

Ok, I found a bug that is really easy to avoid, but annoying.

When a Renderman is killed in any way, (Event,glitch,special weapon designed to insta kill anything) the bot still is registered as there, but he dies and can no longer harm you.
This may not be a big problem, but I also noticed that there is a MAX renderman count, and if these "Alive" Rendermen are still being registered, and preventing others from spawning.
If you can, if the renderman bot dies, it despawns the renderman so more can spawn.
Also, can make another type of Item, A lives type item. (I know this could be abused, unless you use a script that makes the Item take forever to spawn.
If a rendermans attack would kill you, this Item will be used to make the Render Despawn and save your life, however, not without the cost of about 25 health. Hey, nothings free.
I also noticed certain rendermen dont despawn till you yourself Die...was this intentional, if so, these types shouldn't be allowed to freeze you.(Thats OP and makes it to where you HAVE to die...Sorta defeats the survival aspect.)

I like where this mod is going so far, it makes some of my old Horror builds even harder... and I recorded my brother being jump scared to death.
« Last Edit: March 05, 2013, 03:50:06 PM by doomgiver »