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Messages - Rock

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1
Creative Features / [Scripts] Re: Help Needed: a script that can detect a specified block
« on: March 01, 2018, 04:37:04 PM »
I'm not sure how practical it would be with scripts.

An entire map is 1024x1024x512 blocks = 536 million blocks.
Testing each block in a loop, including script latency is going to take probably 2 millisecs per block = 1 billion ms = 1 million secs = 280 hours.

There are some optimizations you could do such as testing several blocks per loop, and only testing a smaller vertical band on the map (say sea level +-50 blocks) but it's still going to take hours.
Gotcha.

You could do it manually in regions of 500,000 and use replace npcblock with say, cherry metal to help you locate where they are/were then replace them with npc blocks and write down the co-ordinates so you know in future. You'd still need to do this 1,072 times.

That's if they could be at all levels though.

If all your npc blocks are at surface level or -/+ 3 blocks then this would be reduced to 4 or 28 times respectively.
Thank you!  I'll try this. Hopefully it works even though my npc blocks are underground (I'll have to replace npc spawns with air or invisible blocks)

2
Creative Features / [Scripts] Help Needed: a script that can detect a specified block
« on: February 28, 2018, 07:04:17 PM »
I made a mod request topic about this (a mod that would sort of do what this script I am requesting would do) and someone did respond to that topic with a link for learning CS which is nice and if it comes down to it, I'll turn to that link.  Before I do that I wanted to see if there was an easier way first.  I wanted to know if I could make a script in-game that detects for every "NPC spawn block" in my world and for each NPC spawn block is detects it'll place a particle emitter underneath the NPC spawn block which will make a large particle that beams into the sky so I can find my NPC spawn blocks.

Anyone know how to do this?

3
here, http://totalminerforums.net/index.php?action=downloads;sa=view;down=69
Thanks but that's not exactly what I was looking for.  I...you know what?  I guess it's time to learn some CS.  Best answer.  Thank you for this.

4
Your Projects / [Other] Mod Request: Can someone make a mod that highlights NPC Spawn blocks...
« on: February 27, 2018, 03:03:49 PM »
Mod Request:  Can someone make a mod that highlights NPC Spawn blocks whenever the player no clips?  I have a bunch of NPC Spawn blocks all over my map but can't find them all.  Also, whenever the behavior is changed from default behavior I'd like the highlight color to change.

You know what?  Don't make the mod.  I'll make it.

5
Contests / Re: New Years Giveaway
« on: January 11, 2018, 04:20:35 PM »
Thank you Bob!   I appreciate this giveaway!   2018 is looking great!

6
Fun House / Re: You get a million dollars but...
« on: January 09, 2018, 04:12:52 PM »
You get a million dollars, but you become an animal.
Depends on the animal, because if it's something friggin sweet... I won't give a damn about the money!

You get a million dollars, but you can ONLY spend it on things you don't want/need.
Take it. I can spend it on stuff that other people want/need. I'd be set every birthday or Christmas for the rest of my life, wouldn't have to budget to afford gifts.

You get a million dollars, but so does everyone else, making the money worth less.

Take it, worthless or not I could officially call myself a millionaire lmao

You get a million quid but you have to become a soldier, meaning you have no interaction with civilian life except for on your breaks and you're constantly putting your life at risk.
Leave it, I'd rather not risk my life and I'd rather not lose interactions with civilians.

You get a million dollars, but you have a 0.001% chance of dying each hour of your life.

7
Contests / Re: New Years Giveaway
« on: December 31, 2017, 05:18:32 PM »
Count me in.

8
Ideas / Re: Default NPC Behavior
« on: December 30, 2017, 04:27:10 AM »
All you have to do is make a new behavior, and place the "StandStill" node there.
Or just use the default system behavior "Statue"
Yes, just noticed that, but this idea is a lot of not needed work for something that can already be done.
That's not my idea at all. I know the statue behavior exists and that the standstill node exists (why point them out anyway, completely irrelevant to my main points).  My idea is when you convert a world from xbox to pc, npc spawns converted will automatically convert with statue/stationary behavior and mob spawns will convert into npc spawns with enemy behavior depending on the mob type (spiders in mob spawns will default to spider behavior because they're spider enemies, etc.) 

9
Ideas / Re: Default NPC Behavior
« on: December 30, 2017, 12:43:56 AM »
change all npc spawns to use their original behavior
NPC's didn't have any behaviour.
I know but what I meant by behavior is how npcs would fight you in Xbox (using mob spawn of course) (dryad, goblin, zombie..etc) and how other npcs would remain static in Xbox (using npc spawn) (boy, girl, girl3, trollboy, etc) That's what I meant by original behavior.  Or maybe in the process of converting a world the game would detect mob spawns and the mob type used (zombie in a mob spawn gets converted to zombie in an npc spawn with zombie behavior) while npc spawns that get detected would change all npcs behavior to stationary.

10
Ideas / Re: Default NPC Behavior
« on: December 29, 2017, 10:43:01 PM »
It already does this I thought.
Well if you convert worlds all npcs in your converted world (monsters, nonmonsters) will use the "default" behavior so I thought having an option to change all npc spawns to use their original behavior would be useful ((ex. zombies' default behaviors would be changed to zombie behavior, and trollgirl, policeman...(other nonmonster npcs) would use stationary behavior))

(not sure about freshly placed npc spawns yet as I didn't check for that)

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