Advanced Event Packs (Beta test downloads!)

Author Topic: Advanced Event Packs (Beta test downloads!)  (Read 11006 times)

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 VCE
Old 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:
  • pos
  • type

Vehicle:
  • pos
  • yaw
  • pitch
  • roll

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.

Raycast
Requirements:
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.

Holograms
Video 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 Bots
Controlling 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 Control
Allows 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 bugs
Please 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?
« Last Edit: June 15, 2013, 04:24:19 PM by boodals 2 »

Advanced bots sounds very fun


ill test
Just keep an eye out for my server, hit me with a hammer if i'm not responding, i'll probably be coding.

Server isn't up right now, doubt ill host today.

The Holographic events are amazing, keep this up and you'll beat Xalo's Elevators.

Wow, havent checked this topic in weeks, checked today just out of boredom, and found you bumped it.

The event packs aren't getting anywhere due to lack of enthusiasm, as with most of my things.. If somebody wants to encourage me, please do.

If somebody wants to encourage me, please do.
Hologram events
planetarium
imagine it

it would be amazing

Hologram events
planetarium
imagine it

it would be amazing
this
and amazing scenary

The epicness of this... makes me proud to be a blocklander.

Hey, more activity. The few people that look at this seem really interested. If RTB ever approves the v1 of Adv VCE I uploaded in january, I might update it -_-

Is there somewhere I can rage about how long its taking them?

I'd be okay with Testing, if you need it :3
Ive done quite a bit before, for Hellshero, I think.. And a ton for Jake3

Please finish the vector bot events. That is the only feature I miss from old bots.  Please.

If anyone's interested, i'm hosting right now. I'm finishing up PathTo, which is a method to make bots path find their way to a destination location.

EDIT: Server down, PathTo is very nearly finished, and it is awesome. I had bots walking through a two layered maze perfectly. Theres just a few glitches to sort out, then it will be good for release, whenever that is..
« Last Edit: June 08, 2013, 09:04:03 PM by boodals 2 »

Really looking forward to making use of PathTo

Beta test downloads are now available in the OP. All files are password protected. Read the entire post to find the password. Do not share the password, it is there so people wont skip reading the topic and download it, then find they have no idea how to use it.

Also, keep in mind that there are a lot of debug features still in place. You can disable most of them using the RTB pref, but I might have missed some.

Please post any bugs you find in this topic. I will try to stay on top of them.

Also, AdvCam isn't available to download, as i'm rewriting it, because its terrible. I mean, seriously terrible.. It only worked half the time. Expect a download within a couple of weeks though.