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Messages - JAZZ 0R KILLER

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1
Total Miner Discussion / [Game] Re: DeadZone Beta Test
« on: May 09, 2018, 06:49:28 AM »
This looks awesome! Would love to try it out

2
Ideas / Color in text
« on: May 06, 2018, 06:19:32 PM »
This ones simple. We should have the ability to change the color of the text in game. We have the ability to change the color of the game notifications at the top left of our screens, so we should have the ability to change the text color of signs.

Changing the color of the coding of our scripts would also we useful. I love the "Comment" line in the scripts, but having the ability to change the color of the lines of code would be really to section of parts of the script.

3
Bug Reports [Retail] / Re: NPC AI
« on: May 05, 2018, 08:11:59 AM »
Ok, thank you.

4
Ideas / Re: History value in scripts
« on: May 03, 2018, 07:56:06 PM »
Oh really? So you just type "red" for r? Stupid me tried doing [syshistory:red,g,b]

5
Ideas / Re: History value in scripts
« on: May 02, 2018, 09:46:08 PM »
Please explain. I've tried variables, but didn't work for me. I did something wrong

6
Ideas / History value in scripts
« on: May 02, 2018, 09:16:45 PM »
Wouldn't it be nice to be able to assign a history value to lets say, the r (red) in scripts like:
TintColor
SkyColor
FogColor

I would love to be able to do this for RGB.

Ex. History [100]
SkyColor [history:red,g,b]

The value of the r (red) would equal the value of your history *red*

7
Bug Reports [Retail] / Re: NPC AI
« on: May 02, 2018, 06:53:35 PM »
@Craig Am I doing something wrong? This is important for a few maps of mine.

8
Ideas / Re: Script menu customization (?)
« on: April 29, 2018, 09:17:24 AM »
Okay, this may be a dumb question, but what is alias? As much scripting that I do, I probably know what it is, just overthinking it?

9
Ideas / Re: Script menu customization (?)
« on: April 28, 2018, 06:59:26 PM »
That is a great idea, and it would help a lot. I'll give it a shot, see what I can do.

10
Ideas / Re: Script menu customization (?)
« on: April 28, 2018, 03:59:53 PM »
Yeah, I do that. But even doing that doesn't allow many options for the first menu because of the lengthy title of the script, and it's also in a folder.

11
Ideas / Re: Script menu customization (?)
« on: April 27, 2018, 07:35:12 PM »
Oh I don't know how many characters there are. I just know that for me, it's not unlimited

12
Ideas / Re: Script menu customization (?)
« on: April 26, 2018, 08:32:44 PM »
This is on PC. I was using the Menu script to make a shop this way, and as I was coding it, I seemed to have ran out of room. I think it will still let me type, but when I go to use the menu, it doesn't include the whole thing. If you want me to, I can send you a world of this as an example, or try to type out the whole code on here.

13
Ideas / Script menu customization (?)
« on: April 24, 2018, 07:59:23 PM »
I'm not sure how to word this other than wanting more characters in the menu script line.

In an indie map that I'm working on, I have scripted a shop using the menu script. The problem that I have with it, is there's not much room for typing. My menu consists of a long line of scripting, and it doesn't help that I've put the scripts that are executed when selecting the item all in folders in folders. This makes the script line longer and have less room to type.

So I guess that what I'm saying is it would be cool to either have:

- Longer line for coding in the menu
- Maybe introducing a new menu that is made for scripting shops, like a "Shop menu"
- Having the ability to customize menus.

This is just a small problem/idea that can be fixed just by using actual shops, but I prefer the menu shop

14
Bug Reports [Retail] / NPC AI
« on: April 24, 2018, 07:19:09 PM »
I've made a topic over this before, but it was possibly ignored, or unseen.

When you go to spawn a mod through a script with a custom AI, it always spawns with the default AI

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