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Messages - Craig

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1
Bug Reports [PC Beta] / Re: Re-textured blocks
« on: April 13, 2018, 07:38:39 AM »
There is no bug. I've tested it. Must be something on your side.

2
Questions and Answers / [Unanswered] Re: couple npc questions
« on: April 11, 2018, 05:27:01 AM »
Yes that's right, the Stationary behaviour causes the NPC to be stationary (not move around), but it will turn to face the closest player. The Statue behaviour causes the NPC to be stationary and not look around either, i.e. face a fixed direction, but I think it might not work properly or at least it needs a way to define exactly what direction.

I don't plan on bringing back the old speech bubble, but the NPC dialog is still a work in progress, so some changes will likely still happen. Particularly around wanting NPC's to show large bodies of text.

3
Creative Features / [Help Needed] Re: menu script question
« on: April 11, 2018, 12:05:02 AM »
No. I've just added it. It will be in the next PC update.

4
Creative Features / [Help Needed] Re: menu script question
« on: April 10, 2018, 09:13:04 PM »
Ah ok, I see what you mean now. Currently there is no way to parameterize the options like that. You'd have to do a HasHistory/Menu pair for each combination, which as you know would quickly become out of control as more potions are added.

One solution I can think of would be something like this:

menu [[option1][script][show=var]] and the menu option is only shown if var > 0.

Then you could do something like:

var [pot1] = [history:potion1]
var [pot2] = [history:potion2]
etc.
menu [[Potion 1][Potion1Script][show=pot1]]  [[Potion 2][Potion2Script][show=pot2]] etc




5
Creative Features / [Help Needed] Re: menu script question
« on: April 10, 2018, 07:16:53 PM »
Yes that should be reasonably easy to do. See the HasHistory command.

6
Bug Reports [PC Beta] / Re: Re-textured blocks
« on: April 10, 2018, 07:16:12 PM »
Omit the buffer parameter for solid blocks (or use a value of zero). Use a buffer value of 3 for transparent blocks.

7
Bug Reports [PC Beta] / Re: Re-textured blocks
« on: April 08, 2018, 06:39:45 PM »
If you replace a 64x64 block texture, you also need to supply a 16x16 LOD texture, there is a post about it somewhere.

8
General Discussion / Re: Question Time with Crazytater
« on: April 08, 2018, 06:21:00 AM »
Did you know that in the next version there is mod support for full texture packs?
Look lemon, I don't know who you think you are but we don't need your blatant self promotion here. Please only ask serious questions like everyone else.
Look Wolf with Hands that are actually Front Paws but could reasonably be called Hands because they are more like Hands than Feet even though they are used primarily for walking and running, I am just scum, but I tried to frame the question in a serious note, and could not find that right note, so left it like you see it. I tried. Please don't ban me.

9
Creative Features / [Scripts] Re: Random Reward Script
« on: April 08, 2018, 02:59:45 AM »

var [num] = [rand:2]

If
IsVar [num] [=] [0]
Then
Inventory [player] [add] [reward1] [1]
ElseIf
IsVar [num] [=] [1]
Then
Inventory [player] [add] [reward2] [1]
ElseIf
IsVar [num] [=] [2]
Then
Inventory [player] [add] [reward3] [1]
Else
EndIf


If this is what you mean it just gets a random number between 0-2, and then gives a certain item for each number

A slightly more streamlined version. Since if num is not 0 and not 1 we know it must be 2 so the last ElseIf is unnecessary.

var [num] = [rand:2]
If
IsVar [num] [=] [0]
Then
Inventory [player] [add] [reward1] [1]
ElseIf
IsVar [num] [=] [1]
Then
Inventory [player] [add] [reward2] [1]
Else
Inventory [player] [add] [reward3] [1]
EndIf


10
Mods / [WIP] Re: Dark Items - Topic
« on: April 08, 2018, 02:53:44 AM »
Freshly added to the game. Doesn't work.


remove the 2nd  XML from ArrayOfModBlockMaterialDataXMLXML

11
Mods / [WIP] Re: C# (Edit)
« on: April 08, 2018, 02:47:54 AM »
Code: [Select]
if (InputManager.IsKeyPressed(tmPlayer.PlayerIndex, Keys.P))
{
     SoundEffect sound = game.AudioManager.LoadSoundEffectFromStream(FileSystem.RootPath + Mod.Path + "357_reload1.wav");
     sound.Play();
}
While this code works, it has some flaws.

It will be loading and playing the sound effect 60 times a second. That will likely be problematic. Better to use InputManager.IsKeyPressedNew or InputManager.IsKeyReleasedNew. This ensures the sound effect is only played once per key press.

Also it is inefficient to load a sound effect from disk every time you want to play it. It will likely cause frame rate stutters. It is better to cache all sound effects by loading them once when the mod is initiailized (see the LockPick example on github).

Also if you plan on using the sound effect rapidly, like say for machine gun fire, then it is better to use the SoundEffectInstance type over the SoundEffect type. It allows more control the playing of several instances of the sound effect better, even if the sound overlaps each other, and gives other control you don't have with SoundEffect.

12
General Discussion / Re: Question Time with Crazytater
« on: April 08, 2018, 02:37:33 AM »
Did you know that in the next version there is mod support for full texture packs?

13
Guides / Re: Console Command Documentation
« on: April 07, 2018, 06:27:05 AM »
cmd: Execute all the console commands in a cmd file.

cmd [name] [args]

[name] -- The name of the command file. This will be a *.cmd file residing in the maps save folder on disk. You can create these files using any text editor.
[args] -- Optional arguments that can be passed to the commands inside the command file.

Example:
cmd crates -- This will run all the console commands in the crates.cmd file found in the maps save folder.
crates -- This will also run all the console commands in the crates.cmd file found in the maps save folder.

Note: cmd is only necessary if the name of the .cmd file conflicts with an existing console command name. For crates, because there is no crates console command, you can just type crates without the preceding cmd, and the crates.cmd file will be executed.

Argument substitution is possible with cmd files, similar to MSDOS batch files. If the command in the cmd file uses %n (where n is a number starting from 1) as an argument, then the corresponding argument passed with the cmd command will be substituted for the %n argument in the cmd file.

Example:
If we have a cmd file named welcome.cmd with the following commands:
notify %1
notify %2

Then the following are examples of the output:

cmd welcome hello everyone
notify hello
notify everyone

cmd welcome hello john
notify hello
notify john

cmd welcome sup dawg
notify sup
notify dawg

14
Bug Reports [Retail] / Re: Total Miner not opening
« on: April 06, 2018, 07:20:07 AM »
@JAZZ 0R KILLER Is this resolved?

15
Bug Reports [PC Beta] / Re: New Main Menu Music
« on: April 06, 2018, 07:12:04 AM »
fixed in 27403

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