BTW, is there a way to display markers in editor ?
i'd test a lot of possibilities with no success...
did you know...few tips about objects
Moderator: NADEO
Re: did you know...
what i was hoping to get via my suggestion regarding discarding the throw event is the possibility of altering the throwing of items
lets say a player picked up 3 different throwable items
then it would be great if the script could modify which/when the items get thrown
i guess it's possible by setting the .Throwable property of each item
so being able to Discard a throw event is probably not necessary
it would be weird anyways because what should happen then? should the player then shoot a rocket when the throw event gets discarded? should just nothing happen? it's not very clean
so if the script doesn't want an item to get thrown it should set .Throwable = False after the player picked it up
i couldn't test it yet but i guess it's possible and therefore enough for me
lets say a player picked up 3 different throwable items
then it would be great if the script could modify which/when the items get thrown
i guess it's possible by setting the .Throwable property of each item
so being able to Discard a throw event is probably not necessary
it would be weird anyways because what should happen then? should the player then shoot a rocket when the throw event gets discarded? should just nothing happen? it's not very clean
so if the script doesn't want an item to get thrown it should set .Throwable = False after the player picked it up
i couldn't test it yet but i guess it's possible and therefore enough for me
- phil13hebert
- Posts: 564
- Joined: 29 Oct 2011, 14:11
- Location: Québec
Re: did you know...
Wow, these are great information
Btw, I love your speedball mode Steeffeen, TitiShu, etc.
Btw, I love your speedball mode Steeffeen, TitiShu, etc.
OS: Windows 7 64 bit
CPU: Intel Core i7 3770 @ 3.40Ghz
RAM: 8GB DDR3 798MHz
GPU: Nvidia GeForce GTX 660 1536MB
Motherboard: Intel 0KM92T
Sound: 7.1
Peripherals: Logitech G510, SteelSeries sensei raw, Corsair vengeance 1500
CPU: Intel Core i7 3770 @ 3.40Ghz
RAM: 8GB DDR3 798MHz
GPU: Nvidia GeForce GTX 660 1536MB
Motherboard: Intel 0KM92T
Sound: 7.1
Peripherals: Logitech G510, SteelSeries sensei raw, Corsair vengeance 1500
Re: did you know...
ooops, my mistake... I just stumbled upon it reading the code, but I didn't test it myself...steeffeen wrote:unfortunately this doesn't work, the marker doesn't appear anywherexbx wrote:landmarktag="{{{BlockPoles[0].Id}}}" (or any CSmLandmark)
i also tried blockid and landmarkid
Ready more carefully, landmarktag is actually supposed to be the Tag of the landmark (such as "Goal")
alas, it only displays the marker on one of the landmark with the tag, if there are multiple ones.
so it has to be fixed to at least use the order for instance. (Or the blockId as I expected it to work) to be really usefull....
not really. I guess it's some test a coworker did that he forgot to cleanup..// Edit: could you please explain what CSmObject::MachineState is used for?
I think it will be used to make objects with multiple states, such as broken/ open door or such.
Re: did you know...
thanks for the response
yeah please the id! only tag and order would make it useless!xbx wrote:(Or the blockId as I expected it to work) to be really usefull....
alright, sounds goodxbx wrote:not really. I guess it's some test a coworker did that he forgot to cleanup..
I think it will be used to make objects with multiple states, such as broken/ open door or such.
Re: did you know...
it works pretty well but i have noticed a bug..xbx wrote:objectid="#124124124" (any CSmObject)
lets say:
- there is a marker on the only object ingame -> objectid="#1337" manialinkframeid="x"
- there are two more markers with pos="0 8 15" and pos="15 8 0" manialinkframeid="y/z"
now a player picks up the object and the marker follows the players/object
BUT in my script it happens that the whole marker <-> frame assignment gets screwed up when the player that has carried the ball right before the end of the round leaves the game
in my use case:
- object.setplayer()
- player with object+marker captures the goal
- round end
- markerlayer.visible = false
- player leaves
- round begin
- object.setposition()
- markerlayer.visible = true
- all markers are screwed!
the messed up markers look always the same:
- objectid marker is completely gone
- the pos marker are visible but fixed on the screen, map pos seems to be screen pos now
the object is working fine, just all the markers are bugged
when the player rejoins the marker are fine again
i was able to fix it by setting object.setunspawned() at the end of the round so it's good for now but the behavior is just weird
it doesn't happen on every map but i have a specfic map on which it's happening all the time (without the work-around)
so i'm able to reproduce it in case you need further information
regards
- alividerci
- Posts: 363
- Joined: 11 Feb 2012, 07:03
Re: did you know...
what about of buttons on keyboard?XBX wrote:Or
CODE: SELECT ALL
G_BallObject.Throwable = False;
G_BallObject.SetPositionAndVel(Player.Postion + offset, Player.AimDirection * throwspeed);
using say CSmModeEvent::EType::OnActionEvent,
with Event.ActionSlot == CSmModeEvent::EActionSlots::Activable1
(that is when the player presses '1' on the keyboard.)
Re: did you know...
Tested, nice !!xbx wrote:to make the object hittable by bullets..
http://www.youtube.com/watch?v=1RCq1fGSnbU
- Rots
- Translator
- Posts: 1101
- Joined: 01 Sep 2010, 14:39
- Manialink: revival
- Location: España, Barcelona
Re: did you know...
God, I just have too many ideas of what I could do with that! Great work !spaii wrote:Tested, nice !!xbx wrote:to make the object hittable by bullets..
http://www.youtube.com/watch?v=1RCq1fGSnbU
Re: did you know...
lol me too, for now there is no event when an item touch another item, but i can imagine a big snookerRots wrote:God, I just have too many ideas of what I could do with that! Great work !
Who is online
Users browsing this forum: No registered users and 1 guest