Author Topic: survivalRP - holywtf bump! and maybe finishing up some loose ends??  (Read 112332 times)

Sorry, I was at a concert all day, I'm sending it now.

I remember that idea someone had for finding bricks in order to build. That would be smart for the heat bricks.

I got the new model, it looks awesome, I'm so glad it wasn't lost. I showed your picture to Muffinmix and he said it was very good. I need someone to texture it and add a mount point and muzzle node. But Muffinmix said that the bullet was too complex for Blockland because it has like 200 polys. I'll get like Bushido to do it since Muffinmix can't right now.

I was wondering if I could help maybe by helping build the beta survival, like the starting point. I am not an amazing builder but I can help on things like this.

Ideas

You guys maybe should have candle/latern bricks (that cost material of course) so for dark houses and the night time thing you were thinking of.


A blizzard event that makes everything hard to see, you would need a lantern or something. Would have to probably be in the map script.

At night blizarrds could have a greater chance of happening :/

Also, The more compact your tent is you have more warmth/ sleeping bag bricks (different degress of protection, different prices) ex: SleepingBag 10 degress, 40% of cold is blocked; SleepingBag -10 degrees, 60% of cold is blocked; SleepingBag -40, 100% of cold is blocked. For example you have to click on, and you can't move. Sleeping would regeerate health, and give you warmth slowly, not as fast as a fire.

Maybe make fire bricks unable to place on baseplate (in tent/building), it would be pretty unrealistic to have a fire in a tent.

That's all for now, thinking of some more
« Last Edit: May 24, 2009, 12:13:32 PM by Grumpy »

Howdy yallllll. Aglass, i'll get you script by tuesday. I designed a manager gui because i just discovered i could. I'm working on a quick mod which youll see here real soon, so yeah. Anyways, inventory will be done by tomorrow.

I'll do any other GUI's you want.

Okay, so I made a row boat with rowing animation.  Everyone says making a boat is impossible because it would drive on land.  I was looking at the script and I noticed this:
Code: [Select]
// Rigid Body
mass = 300;
density = 5.0;
drag = 1.6;   
bodyFriction = 0.6;
bodyRestitution = 0.6;
minImpactSpeed = 10;        // Impacts over this invoke the script callback
Wouldn't decreasing the density allow it to float?  Or am I just mistaken.

Try it out. Also guys, i'll leave off what I have done with the system. I can't work half fast as what you need. Doesn't mean I'm quitting, though. I might do small bits, and I'll get that domain up real soon. If we manage to get alot of it done, I'll connect it to the internet.

Try it out.
I just tried it.  You can float, but you have no control.  You would have to create a new player type, I guess.
Wait.  I just figured it out.  It is indeed possible:
Code: [Select]
   runForce = 29 * 90;
   runEnergyDrain = 0;
   minRunEnergy = 0;
   maxForwardSpeed = 30;
   maxBackwardSpeed = 20;
   maxSideSpeed = 0;
Change this to:
Code: [Select]
   runForce = 15 * 90;
   runEnergyDrain = 0;
   minRunEnergy = 0;
   maxForwardSpeed = 1;
   maxBackwardSpeed = 1;
   maxSideSpeed = 0;
This.  I tested it.  It works at a good speed in water and barely moves at all on land.
So, can I get a scripter/exporter?

"Floating the boat" Isn't the hard part of the script, creating a immobilization code when touching ground is the challenging part.

"Floating the boat" Isn't the hard part of the script, creating a immobilization code when touching ground is the challenging part.
That's what the code I posted does.  It makes it so it goes like crawling speed (or less) on land.

Yes, I know. When you said
Quote
Everyone says making a boat is impossible
I thought that I would post that reply.

I'll try to code the boat, but make sure you get a DTS model this time! I have an idea for making it not move on land, we could get the water coverage and somehow disable it when it's on land, but do you want to make it a playertype? That way, you can control it better.
« Last Edit: May 25, 2009, 01:15:09 PM by AGlass0fMilk »

The code above makes it not drive on land.  I started with the airboat script because I don't know how to script that much.  And I told you, my DTS exporter doesn't work.  Anyways, I don't understand all the add empties, and mountpoints and whatnot.

Hey guys, I'm back.




I can make decals, if needed I can send a link to my decal and face that I've release, I have a few unreleased ones too, and I'm working on some others.
Alright, post a link.


@Azimuth: Things are going really fast now... which does make me happy, but sad to see you go.
About that rifle model: Hawt.
About that boat: Sweet! Bit of water on the map so it'll be nice.
About radios: Mmhmmmm... I'm liking the less temporary alliance idea, based around radios.


About the whole mod: I really have no idea where the scripting is at. Anyone that's done/doing scripting, post everything you've done. I need to know how far you are, what problem's you've ran into, ideas you've come across while scripting, everything. Try to keep it organized. Modelers: Post all the models you've done, with a few pictures if you have time. Decalers: Same. Everyone, really, post what you've done and are doing.

After you've posted what you've done, pause work. This mod is going so fast now I can't keep up. I'm going to get what's done, put it in a doc, get all our plans for finishing the mod. We'll get a nice plan done before any more work is done. This mean's I'll post drafts of the plan so we can get it really finalized before more scripting is done.