I wanted somewhere to organize and advertise some new event packs i'm making, including my already released event pack AdvVCE. The Raycast part of it is being changed to a seperate add-on, as not everybody wants to/knows how to use it. Plus I want to be able to update it separately without having to go through and remove all the changes to the other events in the pack which are for a later update.
Current Event packs:
Advanced VCEOld topic here!Requirements:
Event_Variables (Vanilla VCE).
Includes:
Self Output: VCE_AdvModVar > "Target list", "Variable Name", "Logic", "Second Variable/Number"
Similar to VCE_ModVar, but with new Logic:
Sin or ASin (Put -1 as the second variable). Note: Uses radians!
Cos or ACos.
Tan or ATan.
DegToRad (Converts degrees into radians).
RadToDeg (Converts radians into degrees).
FloatLength (Rounds numbers to the decimal place in the second box).
VectorAdd (Adds two or three dimensional vectors).
VectorSub (Subtracts two or three dimensional vectors).
VectorScale (Scales a two or three dimensional vector by a scale).
VectorDist (Gets the distance between two vectors).
VectorLen (Gets the length of the given vector in the second box).
VectorNormalize (Gives a scaled vector of the one supplied, so that the length = 1).
SubStr (Gets part of a string defined by one or two numbers in the second box).
StrPos (Gets the position of a given string in the first string).
Self Output: VCE_Expression > "Expression", "Expression", "Expression", "Expression"
A WIP but functional method to condense hundreds of lines of ModVar into a single line. Works with:
+, -, *, /, sin, asin, cos, acos, tan, atan, degToRad, radToDeg, floatLength, and random.
New variable replacer method to keep the expressions short and clean. Use Target%Variable. Target being:
"" (nothing), C, Client > Client.
P, Player > Player.
B, Brick, S, Self > Brick.
M, Mini, Minigame > Minigame.
V, Vehicle > Vehicle.
Variable Replacers
Player:
- rhealth
- renergy
- rdamage
- pos
- state
- isPassenger
- isDriver
- altFire
- veDamage
- veHealth
- veMaxHealth
- veDatablock
- weDamage
- weRadiusDamage
- weDamageRadius
- weSpeed
- weArc
- item6
- item7
- item8
- item9
- item10
- yaw
- pitch
- eyevec
- eyevecx
- eyevecy
- eyevecz
- eyepos
- eyeposx
- eyeposy
- eyeposz
- damage (Fixes for setting health to less than 0 deleting player)
- health (Fixes for setting health to less than 0 deleting player)
Brick:
Vehicle:
Global:
- simSecond
- simMinute
- simHour
Server command "/VCEGet Variables"
Sends the player a chat message with the variable tags replaced. A great way to find out your position or a certain variable. Doesn't work with brick targets.
Beta test download!Cant find the password? Read the entire post.
RaycastRequirements:
AdvVCE
Input Event: > onVCERaycast > Targets; Self, Player, Client, Minigame, TargetBrick, TargetPlayer, TargetClient, TargetVehicle
Target: Brick > VCE_Raycast > "Setting", "Vector", "Range", "Targets"
Target: Player > VCE_Raycast > "Setting", "Vector", "Range", "Targets"
Fires a raycast in the given direction. Setting modifies what the Vector does:
World, uses world coordinates.
Forward (Player only), uses the players eye vector.
Variable, uses whatever <var:brick/player:rcvec. is set to.
The raycast then outputs details into variables brick or player:
'rctype' type of object hit.
'rcpos(x,y,z)' position raycast hit.
'rcdist(x,y,z)' Distance from starting position.
If range is set to 0, it will use the vectors distance. If not it will only go as far as the range.
Targets is what to look for:
Bricks (Or fxPlane (floor of map)).
Players (Or bots).
Vehicles
Or any combination of the three.
If the raycast hits something, it triggers OnVCERaycast.
Update: Added the fxPlane (floor) to the Brick category.
Beta test download!Cant find the password? Read the entire post.
HologramsVideo demonstration!Requirements:
AdvVCE
Target: Brick > Holo_Create > "Shape"
Shapes are:
Cube (Same width as a 1x1).
Plane (Twice the width as a 1x1, invisible on one side).
Sphere (Same width as a 1x1, geosphere).
Cylinder (Same width as a 1x1, same height as width).
Cone (Same width as a 1x1, same height as width).
Target: Brick > Holo_Move > "Type", "Vector", "Variable"
Type is a list of either Set or Move. If no Variable is given, then it uses the Vector. Simply for slightly less confusion (I might remove the vector altogether)
Target: Brick > Holo_Rotate > "Type", "Vector", "Variable"
Type is a list of either Set or Add. Same behavior as Holo_Move. Rotates the holo.
Target: Brick > Holo_Scale > "Type", "Vector", "Variable"
Type is a list of either Set, Add, or Scale. Same behavior as Holo_Move. Scale allows you to change its size. It allows for XYZ scaling, so you can create stretched shapes if you want.
Target: Brick > Holo_Color > "Color", "Manual/Variable"
Color is a selection of colors from the colorset. Or you can use Manual, which allows for variable replacers. It takes RGB or RGBA values. If no alpha is given, it assumes 1 (Alpha is transparency).
Variable Replacers:
Brick:
- holopos(x,y,z)
- holorot Rotation
- holoyaw
- holoroll
- holopitch
- holoscale(x,y,z)
RTB Pref: Max holo amount, to limit the amount of holos a person can create.
RTB Pref: Max holo size, to limit the max size a holo can be.
Beta test download!Cant find the password? Read the entire post.
Advanced BotsControlling bots by vectors. Mainly copy paste edit from Bot_Hole's events.cs.
Requirements:
Bot_Hole.
Only pack that i'm really satisfied with. Does not require VCE, although its highly recommended.
Target: Bot > GoToVector > "Type", "Variable"
Type is a list of either World or Vector:
World, moves the bot to the world coordinates.
Vector, moves the bot by the vector given.
Target: Bot > LookAtVector > "Type", "Variable"
Type is a list of either World, Vector Pos, or Vector.
World, make the bot look at the world coordinates
Vector Pos, the position from the bot's eyes
Vector, make the bot look in a direction, rather than a point in space (noticeable when the bot is moving).
Target: Bot > PathTo > "Coordinates"
Makes a bot path to the closest node to the coordinates.
Place "Node Bricks" from the Special tab to set up nodes. They will automatically connect to nearby nodes that have a wide enough passage for a bot to move through. This literally can make bots walk through huge mazes without going the wrong way once.
Server Command "/resetNodes"
Resets all of your nodes. May lag for a second or two if you have a lot of nodes. 5 second cooldown.
Server Command "/resetAllNodes"
Resets all nodes on the server. May lag if there is a lot of nodes. 5 second cooldown. Admin only.
Beta test download!Cant find the password? Read the entire post.
Advanced Camera ControlAllows for bad asses like server sided Pathcam. Most of the script copied off Event_Camera_Control - Badspot.
Target: Client > SetCameraPos > "Position", "Type", "Rotation/Vector"
Position is the world coodinates of the camera.
Type is a list of either Locked or Look At:
Locked, forces the player to see only in the direction of the vector given.
Look At, forces the camera to face a certain position.
Target: Client > MoveCameraPos > "Position", "Type", "Rotation/Vector", "Speed"
Position is the world coodinates of the camera.
Type is a list of either Locked or Look At:
Locked, forces the player to see only in the direction of the vector given.
Look At, forces the camera to face a certain position.
Speed is the speed the camera moves at towards the position.
Target: Client > CancelCamera
Stops any MoveCamera events, and resets the camera back to normal for the client. Also has /cancelCamera command for anyone.
All events also have a Minigame variant, which just calls the client function for each player.
RTB Pref: Change the update time of moving cameras. 5 settings from High Quality to High Performance.
Server command "/cancelcamera"
Forcefully sets your camera back to its normal position.
Currently being worked on. I didn't realise how badly coded this was. I will post the download here when its ready.
I need beta testers so I can know if the events are working as intended for other clients. Just keep an eye out for my server, hit me with a hammer if i'm not responding, i'll probably be coding.
Hopefully you've read the entire post now. If you have; thank you. The password to download the files is "betatesters". Please do not share this, as I want people to read the topic before downloading, otherwise they will not know how to use some of the features. Any bugs you find, please post in the comments.
Known bugsPlease read these before you post any bugs.
- Packs that do not require AdvVCE with the exception of Bots (currently none, but I will be changing that) do not have the advVCEDebug function.
- Packs that do not require AdvVCE will not run without it. A simple fix, but not worth an update for.
- Loading nodes will take a lot longer than it should.
Please post suggestions.
Also, if somebody can tell me why Event_AdvVCE hasn't been approved or failed by an RTB moderator yet, after two months, please do.
Its been 5 months now. Jesus christ, it would have been quicker to make my own auto updater than to wait for RTB... Is there somewhere I can rage?