The Medieval Mod

Poll

Weekly 2: What should the next update be?

More Weapons!
140 (59.1%)
More Depth! *
97 (40.9%)

Total Members Voted: 80

Author Topic: The Medieval Mod  (Read 42099 times)

Ohhh.... I seee

Well, in any case, when you do reach a point in time where you don't feel as if it is not completely ready for the complete public, I am always ready for action.

In a rare case of awesomonia, I have come up with a new weapon idea; A boomerang. Dilt, I'll need a mining script that creates items when a rock is hit enough times with a pickax, and after a while the rock breaks and has to respawn after exactly 10 seconds. I'll need a few beta testers, too, and a way to cut down on datablock usage for the materials. I'll be working on some basic models for the boomerang. Someone get me some code for making something spin when it gets into the air.

And when I say "boomerang", I mean single use, slow moving, thrown dynamite, in the shape of the aborigine throwing weapon. We'll be using it as a way to show our progress and that we haven't just been slacking around doing nothing for the past few months.

Let's go people, move it!
« Last Edit: January 03, 2008, 03:29:16 AM by Bushido »

In a rare case of awesomonia, I have come up with a new weapon idea; A boomerang. Dilt, I'll need a mining script that creates items when a rock is hit enough times with a pickax, and after a while the rock breaks and has to respawn after exactly 10 seconds. I'll need a few beta testers, too, and a way to cut down on datablock usage for the materials. I'll be working on some basic models for the boomerang. Someone get me some code for making something spin when it gets into the air.

And when I say "boomerang", I mean single use, slow moving, thrown dynamite, in the shape of the aborigine throwing weapon.

Let's go people, move it!
Try adding an animation to the model. Look at the bottom of rocketProjectile.dts in Notepad or a (plain) text editor.

...I'll need a few beta testers, too, and a way to cut down on datablock usage for the materials....
I'm in =D

I think I have a mining script hiding somewhere.
For a brick to respawn after being mined, the following function should be scheduled 10000 milliseconds after the brick is removed. Note that you'll need a brick4x4x2rockdata and a 4x4x2rock.blb.
Code: [Select]
function RespawnRock(%pos, %color, %Client,%rank)
{
%rock = new FXDTSBrick()
{
datablock = "brick4x4x2rockData";
};
%rock.settransform(%pos);
%rock.client = %client;
%rock.stackBL_ID = %client.bl_id;
%rock.plant();
%rock.setcolor(%color);
%rock.isPlanted = 1;
%rock.rank = %rank;
}
And for your mining script I would use the following. You'll need ore item datablocks however.
I haven't tested it
Code: [Select]
function MineRock(%this,%obj,%col,%fade,%pos,%normal){
%player = %obj.client.player;
%client = %obj.client;
%rank = %obj.client.miningskill;
if(%col.rank $= ""){
%col.rank= 5;
}
if(%rank $= ""){
%obj.client.rpc_minerank = 1;
%rank = 1;
}
%colData = %col.getDataBlock();
%colDataClass = %colData.classname;
if(%col.getDataBlock().getname() $= "brick4x4x5rockData" || %col.getDataBlock().getname() $= "brick4x4x2rockData"){
%col.totalHits = %col.totalHits + %rank;
if(%col.totalHits >= %col.rank){
schedule(10000, 0, "RespawnRock", %col.getTransform(), %col.getColorID(), %col.client, %col.rank);
%col.killbrick();
if(%client.money $= ""){
%client.money = 0;
}
%random = getRandom(1,3);
switch$(%random-%random2){

case 1:
messageclient(%obj.client, "","\c2You have revealed a chunk of iron ore!");
                                        %trans = vectorAdd(%col.gettransform(), "0 0 2");
                                        %p = new item()
              {
                 datablock = ironore;
               };
                %p.setTransform(%trans);
case 2:
messageclient(%obj.client, "","\c2You have revealed a chunk of silver ore!");
                                        %trans = vectorAdd(%col.gettransform(), "0 0 2");
                                        %p = new item()
              {
                 datablock = silverore;
               };
                %p.setTransform(%trans);
case 3:
messageclient(%obj.client, "","\c2You have revealed a chunk of gold ore!");
                                        %trans = vectorAdd(%col.gettransform(), "0 0 2");
                                        %p = new item()
              {
                 datablock = goldore;
               };
                %p.setTransform(%trans);
}
}
}
Parent::onCollision(%this,%obj,%col,%fade,%pos,%normal);
}
« Last Edit: January 03, 2008, 07:27:46 AM by Monty »

That would create the item at 0 0 0, you haven't specified a position or rotation for the new item. You probably won't be able to pick it up, either. (Minigame stuff)

Oh yes I forgot to define %trans.

You have: %trans = vectorAdd(%obj.gettransform(), "0 0 2");

But you've put this: "new (item)()" it should be "new item()"

Bushido, where's my box? :(

Erm I thought I was just going to release some rpg scripts...
Either way,
Material- dont make real items, just hold value on the client
mining- mineitem, when put on the brick it becomes mineable.
For the respawning of rocks, it would be better to make them invisible for a set amount of time, like space guy's exploding bricks from the trap bricks.


Materials as variables would cut down on datablocks and be easier to transfer between players.
Really, I wasn't expecting to revive this.

You didn't revive it, I was waiting for someone to post so that I could revive it without double posting. >:D

It takes two datablocks (three for a unique projectile) to make an inventory item, if you make it properly. Depending on what materials you use, it may be easier to use them as inventory items.

IMO, I'll have it set so a block has a certain amount of 'uses' you can get out of it before it 'goes dry'. That'll start a timer for it to regenerate uses. I've got it mostly done, I just need to add this system in, perhaps add some method to make people not plant the special bricks, etc.

So has this been restarted or what? Just wanted to know so I can be of assistance for the modeling position again. (lol it PR0P3R grammar  :cookieMonster: )

So has this been restarted or what? Just wanted to know so I can be of assistance for the modeling position again. (lol it PR0P3R grammar  :cookieMonster: )
It's never stopped. It went into radio silence for a bit, Bushi fails at keeping his pushes alive, but it's always been alive in some form. Rky is making his mining/harvesting/forging script (and it progresses well), I've made mine, and it's basically funtime USA. We can take any models offered. Just try to make the models blocky.

For some reason I haven't been seeing much progress with the Boomerang idea. We'll stay on that as long as we can, but we need to get a basic engine out for everyone.



On a side note, I'm gonna need to get a few GUI-happy guys to help me throw together a Skill System. It should work somewhere along the lines of this;

  • Skills have 5 levels of effectiveness; IE, if you had a Speed Up skill at level 5 you'd have triple or double your speed temporarily.
  • Skills can be leveled up every time the character gets a Skill Point, which happens every time you get a set amount of kills.
  • Skills save when the player disconnects.
  • The GUI itself has buttons that can be pressed to turn on the skill, and arrows under the skill to level up or down that skill.

I was really thinking of the Maple Story skill menus. I find that as a pretty good design, so we'll just borrow from it.

Also, if you don't mind, try to make the first skill available in the GUI, and preferably our "Test" skill, "Speed Up", which is basically an add-on to your max speed, via changing the player datablock. I see that as a good idea, but feel free to add your own or whatever. I'll be working on a few other things, mostly idea-related stuff, but yeah, I'm working on it.

The Skill system sounds like a nice idea, i hope it actually gets progress