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Messages - Father Dryymas

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1
Total Miner Discussion / [Game] Re: [How To]particle emitters-creating items
« on: Today at 08:51:07 AM »
As a note, If you set the Y velocity, Gravity, And duration to the same value, The particle's end position will be the same as its start position. It's useful for things like pneumatic pistons.



2
Site Suggestions and Bugs / Re: Show Discord ID
« on: January 16, 2017, 08:25:05 PM »
I misused the box already.

Should have used Ws.

3
Script [name]

4
Just have the event script run all of the scripts you want to be running for the player.

Then you can have the clock, And the other stuff.

5
Ideas / Grue
« on: January 13, 2017, 08:32:09 AM »
A Grue is a fearsome monster with slavering fangs, Razor sharp claws, And an insatiable hunger only rivaled by their fear of light.

Grues would be an uncommon random spawn in any dark area, Be it underground, On the surface, Or in someone's basement.


Grues would have really high strength, Attack, And Defence levels, With a medium health level.

Grues would also have no nameplate, Making it difficult to spot one. To spot a Grue, Watch for their movement, And listen for their horrible gurgling sounds.



If you are killed by a Grue, The death message displayed would be "[player] was eaten by a Grue." And the only way to retrieve your inventory is to kill the Grue.



The easiest way to deal with the looming threat of the Grue is just to light up your areas. Grues are terrified of even the smallest amounts of light, So holding a torch or standing on gold will be enough to keep them at bay. If a Grue is caught in light for more than a few seconds, It will instantly combust and die.



If a Grue is killed in combat, It will drop a Grue Heart item. This item can be worn and gives massive combat buffs when the player is in total darkness, But deals immense damage to the wearer if they are in light.



PWRBTTN is going to like this idea.

6
General Discussion / Re: What games would you like to see?
« on: January 12, 2017, 08:34:26 AM »
A little tip, learn the Real number functions and the vector functions as it will help you in the future.

I don't know about real number functions, But I can attest to vectors being extremely useful from my TM scripting experience.

That headshot thing you liked so much was made by finding the distance between 2 vector end points.


A very good portion of my scripts take advantage of vectors now.

7
Site News and Information / Re: Personal emotes
« on: January 11, 2017, 04:30:49 PM »
/snail                                     /waynesworld
It's just too bad it can't win on the snail racing circuit

Man, It really loses a lot of ground on those turns. The snail can lap it twice within a minute.

8
Your world / [Deathmatch] Re: ~Perdition~ Welcome to Hell.
« on: January 11, 2017, 03:41:23 PM »
You're still being ambitious. Stop it. No interesting mob fights. No interesting twists. Nothing interesting.
.




Hell is probably one of the best possible settings for this specific gameplay.

That and in the north pole. How else is Santa going to have a steady supply of coal for all the naughty girls and boys (especially today's youth)

You should hop on the hypocritical deathmine train. We'll have 3 deathmines that look pretty, And have interesting mechanics.

One in Space, One in the North Pole, And One in Hell.

Then we can all chill in mine and be eternally punished for our hypocrisy.

I'm going to make it my mission to spread the good news of low effort deathmine worlds, so that you're forced to eventually make this world on PC, cause I want to see it in its completed state.

This map will either be completed 100% on 360, Or it's going into the bin.

9
Creative Features / [Scripts] Advanced Gun Script
« on: January 11, 2017, 03:39:44 PM »
Initialization



Gun Swing Event




Gun Equip Event



Gun Unequip Event



BobKey Swing Event



What this set of scripts features:

Guns with an ammo amount stored to the gun itself.
Guns that do more damage when headshotting an enemy.
Bullet particles that stop when they hit an enemy.
A better reloading system.



This script is currently balanced around the default 148 HP of a player without skills. It takes 5 body shots to kill and one headshot.


The way guns store ammo is via durability. Durability is better than history for storing ammo because it means each gun has a unique ammo count. If you kill a player and pick up their gun with this system, Their gun will have the same amount of ammo for you as it did for them when they died.

If you used a history system, You would have the same ammo counter for all guns of the same type.


Another unique thing about this system is that if you have less than the max ammo of the gun and you reload, It will give you a gun with less than 100% ammo capacity. Ex. 6/7

This means no matter how much ammo you have, You can still reload your weapon.



This also does more damage with headshots. Though the headshot radius is based off of the zombie's fat head, So it could be balanced better for PVP.



One last thing to note, This script may not work exactly as shown here on future PC versions, It takes advantage of a small bug to cut down on intersect conditionals in the shooting script.

Craig has said he has no idea what causes the bug, But it could possibly be fixed in the future.

10
Questions and Answers / Re: is this possible? script help
« on: January 11, 2017, 12:37:32 PM »
@Father dryymas, ya im not wanting them to get full durability ice rings. I wanted it to be like a 1 time use kinda thing.

Then just set the durability for the ring as a whole to be 1.

11
Creative Features / [Help Needed] Re: Teleport comment stopped working
« on: January 11, 2017, 10:56:10 AM »
Ah, that's what it was then, because I was trying to get the script to teleport me just underneath the grass so that players could view the base I made, I didn't realise that this would not work. I can just make a CCTV script instead.

CCTV only works in air blocks.

12
Your world / [Deathmatch] Re: ~Perdition~ Welcome to Hell.
« on: January 11, 2017, 08:41:20 AM »
You're still being ambitious. Stop it. No interesting mob fights. No interesting twists. Nothing interesting.
.



Hell is probably one of the best possible settings for this specific gameplay.

That and in the north pole. How else is Santa going to have a steady supply of coal for all the naughty girls and boys (especially today's youth)

You should hop on the hypocritical deathmine train. We'll have 3 deathmines that look pretty, And have interesting mechanics.

One in Space, One in the North Pole, And One in Hell.

Then we can all chill in mine and be eternally punished for our hypocrisy.

13
Questions and Answers / Re: is this possible? script help
« on: January 11, 2017, 08:35:06 AM »
@TM Charles

There's 3 problems with that.
1. You're adding 1 ROI, but clearing all, so if they had other ROI's in their inventory beforehand then they'd lose them. Use Inventory [take] instead.
2. You're setting an event script at some arbitrary point in time, and not unsetting it.
3. It's still not really going to work well. SetEventScript is also global, so everyone will be running that script if they swing their own ROI regardless of their history or other state, until it is unset. Because SetEventScripts are global, generally they ought to be set only on the PlayerJoin event.

4 problems actually.
He's also setting a swing event for the ring of ice, Which does not do anything to help the OP, Who wants to use the freezing effect of the ring.


Why not skip all the hassle and just spawn a temp zone on the player with .0001 speed and 10 gravity, then delete it after X seconds?

That doesn't freeze the player's camera.


Honestly, What I would do is something similar to the original script.

Eg.
Item [RingOfIce] [durability=1]
Inventory [player] [add] [RingOfIce]
Item [RingOfIce] [durability=default]


This should give you a ring of ice that is defaulted to 1 durability.
Yes, Item commands are global. However, Most scripts have a running time of fractions of a millisecond. So the only time this would affect other players is if another player got an ice ring within a fifth of a millisecond of this script running.


The likelihood of that happening is so low that I really don't think that it would ever affect gameplay.



Here's the thing though. Are you making a map where you want people to get full durability ice rings anyway? If not, Why not just make an item command that changes the durability on player join?

14
Your world / [Deathmatch] Re: ~Perdition~ Welcome to Hell.
« on: January 10, 2017, 08:47:29 AM »
You're still being ambitious. Stop it. No interesting mob fights. No interesting twists. Nothing interesting.

I am physically unable to do that. If I tried, I would just lose interest and build a plots map.



It won't die. Probably lose a lot of popularity, but the concept of a deathmatch that uses mining as a way to generate income will never die.

That's implying that a deathmine is a deathmatch that uses mining as a way to generate income.


The way I see it, Deathmines are low effort (Even building a decent looking deathmine is extremely low effort.) maps with basic mechanics to generate rates for the host.


I just said that I want them to die, Not that I am completely expecting them to.


I do think that the lack of freedom and complexity will alienate deathmine hosts from the more mature audience we'll likely get from TMPC.



The lack of freedom is actually part of what made me want to set this in Hell. Realistically, Hell is probably one of the best possible settings for this specific gameplay.

15
Your world / [Deathmatch] Re: ~Perdition~ Welcome to Hell.
« on: January 09, 2017, 11:33:51 PM »
Sounds like an awesome concept! Some things like mob behavior are really only going to be possible on PC, but might as well get your foundation taken care of in the mean time.

Actually, This is a 360 only map. It will not be brought to PC. I want Deathmines to die on PC.


I actually have fully functional AI for the demons in my map. It's basic (They only strafe, Disarm, And use spells) but it's enough to make combat with demons more interesting than vanilla.


You could technically do most of what you can with NPC behaviours involving actual AI on retail 360 with scripts. It just takes some thinking.

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