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Topics - casual onion

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1
Questions and Answers / How the devil do I script a Tax System?
« on: January 06, 2018, 07:11:53 AM »
Hello People who exist,

I want to script a Tax System in my map because money is nice to have.

It will give the player a history mark when they buy a property and place them in a tax band (like irl). So if you pay 5-10k for a house, you'd pay 75 tax lol idk.

The questions I have are:

1) How frequent should they pay (like reasonably). I was thinking 12 minutes (1 day)

2) How do I script a system to check if they've paid and add it to their next bill (so it's double). I considered just adding a loop script to joining script but if they left and joined immediately back (lagged out?) they'd be taxed twice.

- casual onion

2
Bug Reports [Retail] / Bluescreen when changing applications.
« on: January 03, 2018, 08:28:32 PM »
Total Miner: Forge.  Please take a photo of this screen and post it on TotalMinerForums.net, so that we can fix it. Thank you.

System.InvalidOperationException: A previous Draw call threw an unhandled exception. See InnerException for details. ---> System.NullReferenceException: Object reference not set to an instance of an object.
   at StudioForge.TotalMiner.Screens.GameplayScreen.SetupRenderTargets()
   at StudioForge.TotalMiner.Screens.GameplayScreen.LoadContent()
   at StudioForge.Engine.GameState.ScreenManager.LoadContent()
   at Microsoft.Xna.Framework.DrawableGameComponent.DeviceCreated(Object sender, EventArgs e)
   at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
   at Microsoft.Xna.Framework.GraphicsDeviceManager.OnDeviceCreated(Object sender, EventArgs args)
   at Microsoft.Xna.Framework.GraphicsDeviceManager.CreateDevice(GraphicsDeviceInformation newInfo)
   at Microsoft.Xna.Framework.GraphicsDeviceManager.ChangeDevice(Boolean forceCreate)
   at Microsoft.Xna.Framework.GraphicsDeviceManager.EnsureDevicePlatform()
   at Microsoft.Xna.Framework.GraphicsDeviceManager.Microsoft.Xna.Framework.IGraphicsDeviceManager.BeginDraw()
   at Microsoft.Xna.Framework.Game.BeginDraw()
   at Microsoft.Xna.Framework.Game.DrawFrame()
   at Microsoft.Xna.Framework.Game.Paint(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameWindow.OnPaint()
   at Microsoft.Xna.Framework.WindowsGameWindow.mainForm_Paint(Object sender, PaintEventArgs e)
   --- End of inner exception stack trace ---
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at StudioForge.Engine.Game.BaseGame.Run[T]()

I was changing from xbox app to TMPC on my laptop. Has happened twice.

3
Bug Reports [Retail] / Almost all the map isn't loading.
« on: January 02, 2018, 11:09:33 AM »
Howdy.

Since this new update came out two things have happened.

1) There's less lag
2) Literally a 100x100 square of map has loaded. Why isn't my map loading? I've waited 10 Minutes and still a ton of chunks aren't loaded.

I've tried reloading the map, the game and my sanity. None worked.

Picture of my disappointment.

Really not to happy.

4
Video / Dig Deeper Community YouTube Channel
« on: December 26, 2017, 05:14:30 PM »
Hello Forum Dwellers.

Myself and a bunch of cool people from Discord and the forums (circle cat113, cY Agent 115, Gordinio, HydroSimp & RemoteBeef) have been working on an unofficial Total Miner Community YouTube channel. We've just reached 10 Subscribers as of writing this post but you gotta start somewhere lol.

You are probably all thinking, "Wait, isn't there already a community channel?" and you'd be correct, Monkey has one.  Thing is, it's a bit inactive at the moment (:(().

Here at Dig Deeper, we try to upload at least one high quality TM video a week, and occasionally we stream TM content on our channel.  You can expect all types of different videos from tutorials to map builds and tips and tricks. I'll link our first three videos in this post, and the rest I'll post here and in a separate post underneath.

We hope you continue to support our channel as we grow!

Link to our channel

What is Total Miner? | HydroWeen

Mod Tutorial Part 1 | Circlecat113

How to Get Invaderman for Total Miner Forge | cY Agent 115

- Dig Deeper

5
Ideas / Fill with halfblock..
« on: December 23, 2017, 02:39:31 PM »
Not much to say other than can we have the ability to fill with halfblocks?

6
Questions and Answers / Can someone explain the re
« on: December 16, 2017, 02:40:35 PM »
Can someone explain each option on terrain tools please? Eg Noise and stuff.

I want mountains with flat tops to build on, like Huttondale.

Ta very muchly

7
Your world / [RPG] Wappendale (Modern Economy RPG) [with pictures!!!]
« on: December 01, 2017, 09:57:33 PM »
    Welcome to Wappendale!
    Basically an accurate representation of life in a small part of Yorkshire - a county in England. Yes, I'm being that specific.

    Introduction
    Hello everyone and welcome to my Wappendale map on PC. Weird name right? Let me explain.

    In the beginning there were dinosaurs. Wappen is a German word meaning coat of arms. Dale is a northern English word meaning valley. Yeah, "coat of arms valley" or "Valley of the coat of arms!" Here's some more famous Wappen's...

    ~ Wappenstocke: A viking word meaning "Administrative District"
    ~ Wappenham: A linear village (built in a line) in Northamptonshire, England
    ~ Wappendale: A since demolished club in Sheffield, England.

    For this map, I'd like to take the best bits (and worst depending on your view), of my Xbox cities and combine them into MEGACITY3000 (or untitled). I'll get more into that in the features section further down. So, without further notice - lets get into the features...

    Features
    • Over 500 Pre-built properties of all shapes and designs. (Baystone had 280 to put it into perspective!)
    • Over 100 Pre-built business premises inc. offices, shops and factories. These can be converted from houses or bought pre-built in the shopping centre or in village centres.
    • Over 25 Derelict barns ready for conversion into businesses or properties. These can also be demolished, just like with most properties and businesses.
    • 10 to 15 local shops selling certain products e.g. building supplies or flowers. In some cases you'll be able to work here (Like Barrow)
    • 75% automated with scripts because sometimes things go wrong!
    • Village mines and farms located around the map.
    • Player ranking system, just like before cos if it ain't broke - don't fix it.
    • Five villages and one town located in the centre.
    • It's a grasslands map so views galore!
    • Bus system, as before.
    • A multitude of ways to make money inc. careers, farming, mining, ranks and rewards.
    • Player points system, again - as before.

    Properties
    A bit more about them seems as these are my favourite things to build in maps! I want to make the system a bit fairer than in Huttondale and previous maps, so I've done some radical-ish changes.

    Restrictions?
    • Not on the ability to buy next door! For the price of the wall + 25% (for labour!) you can convert your average semi-detached house into a MEGAMANSION or just a detached reasonable sized house.
    • At the moment, I'm going with no restrictions on number of properties or businesses but they may change to 5 on each depending on if there's any monopolies going on.
    • Certain ranks may restrict you from buying certain things i.e. a block or item shop (just like in Huttondale)

    Variations
    So, in most of my maps, the average house price is an un-reasonable 50-60,000 Aires (That'll be the currency for nostalgia's sake). So, i've planned to have an emphasis on smaller houses to get people onto the property ladder. Ooh, i might even have mortgages and bills to pay ;) Here is my incredibly high tech system...

    • 5% of Properties will be over 250,000 Aires to buy
      10% of Properties will be 100,000 - 249,999 Aires to buy
      25% of Properties will be 50,000 - 99,999 Aires to buy
      50% of Properties will be 10,000 - 49,999 Aires to buy
      10% of Properties will be under 10,000 Aires to buy
    • All barns will cost under 50,000 Aires. Generally it's half the full sell price if non derelict but can be 75% depending on condition.
    • Still working on percentages for shops but will cost no more than 100,000 for a premises and block and item shops will be 10,000 Aires plus rank costs.

    Villages
    • Emley Hill: A take on Emley Moor, home to a ABSOLUTELY HUGE tv mast called Emley Moor Transmitter. The TM version will have an observation tower.
    • Owl Valley Shopping Centre: Home to JG, Omega and loads of player owned shops. It's going to be an almost exact replica of Fox Valley in Stocksbridge, UK. Located in a valley, just like the real one.
    • Shelley: The village in Yorkshire i want to live in.
    • Stainton: Name is taken from a village near to where I'm from.
    • Thorton Dale: Based on one of Yorkshire's quantiest villages - Thornton le dale.
    • Wappenstocke: I'm sure this is an old english word but 'Wappen' means 'coat of arms' in German. Anyway, this is the main town, set around a medieval market cross. It'll have all the usual facilities, such as shops, banks and a health centre. It'll be perched high up on a hill somewhere.

    Release Date
    Mid January 2018 hopefully.

    YouTube Videos
    I'm going to try and record 5 to 10 minute long videos for the Dig Deeper Community YouTube Channel showing updates, which i'll probably link here weekly instead of rambly post telling you that i added dacite to a mine.

    The End...
    That's all for now. Please leave suggestions here or ping me on the Total Miner Discord. See you soon!

    - casual onion (2nd December 2017)[/list]

    8
    Total Miner Discussion / [Game] Six Years of Total Miner!
    « on: June 24, 2017, 06:45:02 PM »
    Hello,

    Today is the sixth year anniversary of TM being released. Without it, I would need never have discovered the joys of sandstone and sand brick.

    Um, share your memories here!

    9
    Creative Features / [Help Needed] Broken Job Script :(
    « on: November 27, 2016, 01:00:17 PM »
    Heller.

    I have a lovely job script on my map but the script that sells the items you make and teleports you out of the factory is broken. Completely broken.

    So, here's a brief description of how jobs work. 1) You get a job 2) You get materials to make selected products 3) You enter code to get in factory 4) You make the items (workbenches etc.) 5) You press a button to leave factory area and it sell what you've made. You get more if there's less than 10 of an item. 6) You collect a paycheck.

    The issue lies with 5). You see, it adds the stock you've made to a stocklist so that those items can be bought at a shop. Supply and demand in a way. What's been happening is it's selling 10,000 workbenches even if you have only 100 etc. but the workbench script lines are same as the other products so what's wrong? The script is long a repetitive as it sells multiple products but here's an extract.

    Code: [Select]
    If
    HasInventory [player] [Item1] [true]
    HasHistory [JG\Stock\Item1] [<] [10]
    Then
    Inventory [player] [x,y,z] [move] [item1] [1]
    History [JG\Stock\Item1] [+1]
    History [Job\JG\Earnt] [+100]
    History [Job\JG\Paycheck] [player] [+100]
    loop
    ElseIf
    HasInventory [player] [Item1] [true]
    Then
    Inventory [player] [x,y,z] [move] [item1] [1]
    History [JG\Stock\Item1] [+1]
    History [Job\JG\Earnt] [+75]
    History [Job\JG\Paycheck] [player] [+75]
    loop

    ElseIf
    HasInventory [player] [Item2] [true]
    HasHistory [JG\Stock\Item2] [<] [10]
    Then
    Inventory [player] [x,y,z] [move] [item2] [1]
    History [JG\Stock\Item2] [+1]
    History [Job\JG\Earnt] [+250]
    History [JG\JG\Paycheck] [player] [+250]
    loop
    ElseIf
    HasInventory [player] [Item2] [true]
    Then
    Inventory [player] [x,y,z] [move] [item2] [1]
    History [JG\Stock\Item2] [+1]
    History [Job\JG\Earnt] [+187]
    History [Job\JG\Paycheck] [player] [+187]
    loop
    (Carries on through items)
    ElseIf
    HasInventory [player] [coal] [true]
    Then
    Inventory [player] [clear] [coal]
    loop
    ElseIf
    HasHistory [Job\JG\Paycheck] [player] [false]
    Then
    Teleport [player] [x,y,z]
    Notify [No Paycheck] [local]
    Else
    Teleport [player] [x,y,z]
    Notify [You Have [history:Job\JG\Paycheck] Aires to collect] [local]

    That should be right. The "History [Job\JG\Earnt] [+187]" lines are so I can check how much people have earnt for research purposes. If you can see anything wrong with the script then let me know. My connection is famously bad so it may be that. I really don't want to start a new map because of this issue.

    Thanks.

    10
    Creative Features / [Scripts] Casual's Script Help | Properties
    « on: November 12, 2016, 03:53:58 PM »
    Howdy, as requested by ShiFt Shandy, here is how I do my property scripts. Now I add a lot of pointless history markers in my property scripts so for this guide i'll exclude them. As usual, i'll have optional parts in green.

    Village\Street Name\Number\Confirm

    If
    HasInventory [player] [goldpieces] [<] [Amount]
    Then
    MessageBox [Sorry, this property is X Goldpieces.] [a=[Withdraw from bank?][Bank withdraw script]
    Else
    Message Box [Purchase Number, Street Name for X goldpieces?] [a=[Yes][Village\Street Name\Number\Purchase]]

    Village\Street Name\Number\Purchase

    If
    HasInventory [player] [goldpieces] [<] [Amount]
    Then
    MessageBox [Sorry, this property is X Goldpieces.] [a=[Withdraw from bank?][Bank withdraw script]
    Else
    Inventory [player] [take] [goldpieces] [amount]
    Set Block [x,y,z] [Sign] [Orientation - See player change log]
    Set Text [x,y,z] [[gamertag]]
    Notify [[gamertag bought a house!] [global]
    Zone [Village\Street Name\Number] [builder=player]

    Let me know if you have any issues or any suggestions. If you want to be sure to share your property scripts as a response. Also, would you like to see these in one topic, rather than linking them below?

    Other guides in this series;

    Mixed Block Mine: http://totalminerforums.net/index.php?topic=16308.msg170643#msg170643
    Lottery: http://totalminerforums.net/index.php?topic=16308.msg170643#msg170643

    Thanks for reading and let me know if you'd like to see more!

    11
    Questions and Answers / So, what's happening here?
    « on: September 20, 2016, 05:20:02 AM »

    12
    Questions and Answers / How do I get upside corner ramps to connect?
    « on: September 10, 2016, 03:27:10 PM »
    I know they are automatic but my ramps usually refuse to connect. Do they need to be at a certain angle?

    13
    Questions and Answers / Zone & rank script issues.
    « on: August 25, 2016, 07:01:26 PM »
    Howdy. I have two issues.

    1) Ranks are being removed from players, seemingly automatically. History marks are not appearing and ranks are being reset. I'm being as descriptive as I can but this is all I know. Here is the Rank script I use.



    Any ideas why these issues are occurring?

    2. This is the main issue. It doesn't cause huge distribution but it's still a problem. Everytime someone purchases a property in my map, the script ignores the zone command and creates a temporary zone. It has done it for me two. The zone has full permissions but the players cannot edit within the zone.

    Here is my property script. The zone command is the last line. I have removed the command and redone it incase it has changed in the last update.



    If you could help debug these issues or any others or maybe even simplify the scripts then I would greatly appreciate it. Also I'm not good at explaining things so I hope you understand.

    14
    Ideas / Cladding / Clad Block
    « on: August 20, 2016, 10:39:56 AM »
    Howdy. This idea would be a nice addition to the game (hopefully before Pc!)

    The block would be textureable or use new designs such as decal applicator though the former, i would think is quicker to add.

    Why add it though? Well it would give another layer to buildings (heck this could be part of builders delight maybe, unless it already is!)

    Here are some types of cladding that could be done.



    The blue cladding could be recreated similarly with Fence texture.



    The hung tiles (Red - Upper floor) could be done using Terracotta tile texture.



    These mock Tudor beams could be done using black texture.

    The block would be the same size and shape of the stack block but done in a way that a painting could.

    Why not use paintings you say? Well a) You need to build the design b) Then take a photo of it c) Place it on a building. Way too much hassle I think.

    Hope you consider my idea because I can't tell you how much this would be useful :)

    - Casual onion ring

    15
    Ideas / Select Value script
    « on: July 20, 2016, 10:48:12 AM »
    It's a far cry but he's an idea for a script. It's purpose will be to allow the player to input a numerical value. Some applications for this could include selecting prices for products and such. It would likely involve having the ability to edit lines in scripts which may be complicated though you may be able to come up with better suggestions!

    It might even be possible to use it in conjunction with the new calculate scripts and if it's not possible already, it could be used to edit shop prices through scripts.

    Let me know your thoughts if applicable and ta rah.

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