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Post by picklecow10 on Dec 26, 2010 6:27:26 GMT
Another question (sorry for the double post) Is there a way to run a function every time the marble jumps? I was using a command in default.bind.cs, but unfortunately it only works when you first press the spacebar (if you hold it down and jump a bunch of times, it only runs the function once) Any help? Oh yea, and Merry Christmas everybody
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Post by phil on Dec 26, 2010 11:06:35 GMT
Nah, unfortunately there isn't. I had the same problem
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narvoxx
Experienced Marbler
not short enough for one line
Posts: 167
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Post by narvoxx on Dec 27, 2010 10:50:40 GMT
You can make it so that the marble only *tries* (because it won't succeed when mid air) to jump when you hit or release the jump key. There's probably also a way to make it so that ti's only when you hit. Oh and this screws the "hold spacebar to spam jump" thing. So if this is what you need I can try, if you need to retain the holdspacebar to jump I won't bother.
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Post by Alexis on Dec 27, 2010 16:32:49 GMT
I have a question, i want to add a number to the gem count to be able to collect more than 100 gems without having a bug, but i didn't found that code. Any help?
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Post by Hi Guy on Jan 9, 2011 18:47:07 GMT
Hey all, another question from me. This one's been boggling me for a while.
How do I use a HTTPObject or a TCPObject to issue a POST command to a PHP file I have on my webserver?
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Post by Beack on Jan 17, 2011 15:14:02 GMT
How you change the font of the messages, help triggers, start help text, when you pickup a gem/power up, etc?
Another small question, How can I do skies with movement?
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Post by [DWARF] RDs.empire on Jan 18, 2011 6:33:57 GMT
Another small question, How can I do skies with movement? gif skyboxes are imposible. That was tested before. And even if that would work it will totaly lag game. Its impossible
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Post by IsraeliRD on Jan 18, 2011 7:55:14 GMT
who said you need gif when you can easily add normal jpgs and make them move? thats been done in the past... I suspect 2007 was the first time they surfaced and ever since been done a lot. Including in MBA.
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Post by [DWARF] RDs.empire on Jan 18, 2011 13:19:28 GMT
Jpgs are imposible to make move. If do then how ? I still dont belive it
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Post by IsraeliRD on Jan 18, 2011 14:01:53 GMT
Check MBA. I think it has moving clouds. Besides, that's been posted in the MBDK I think... or in other mods. Doing moving clouds is known.
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Post by Pablo on Jan 18, 2011 15:05:55 GMT
The skies themselves don't need to move; you can make clouds in Milkshape and have them orbit. See MMS's threads.
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Post by Beack on Jan 18, 2011 16:28:40 GMT
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Post by Hi Guy on Jan 29, 2011 4:40:46 GMT
BUMP: anyone (Spy? Seizure?) have knowledge of my question?
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Post by Perishingflames on Jan 29, 2011 17:55:47 GMT
Uh... that's definitely a question for seizure. It's specific to MB. Try pm'ing seizure, higuy.
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Post by Beack on Jan 29, 2011 20:00:10 GMT
Any answer to this?
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Post by IsraeliRD on Jan 30, 2011 0:03:55 GMT
Seizure doesn't know anything about networking, good going PF.
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Post by phil on Jan 30, 2011 2:41:21 GMT
Hey all, another question from me. This one's been boggling me for a while. How do I use a HTTPObject or a TCPObject to issue a POST command to a PHP file I have on my webserver? Firstly be aware that the networking code in the engine seemed to be almost completely stripped from the Mac version of the Torque engine (who knows why), so you'll need to work with the Windows version since it seems to be much more reliable. Also as far as I know, the HTTPObject's send() method has been broken for a while, so it basically makes this class unusable. You'll have to use a TCPObject and send your HTTP request that way. There's a good tutorial which has a nice explanation on how to set one up here: realmwars.feylab.com/tutorial/Tutorial1.htm
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Post by Perishingflames on Jan 30, 2011 3:23:16 GMT
I meant Phil
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Post by Jeff on Jan 30, 2011 3:34:37 GMT
Is there a way to make a trigger have a solid box, such as colmesh without the .dts shape?
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Post by Perishingflames on Jan 30, 2011 3:45:37 GMT
I don't think so... why not just surround a colmesh with a trigger?
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Post by IsraeliRD on Jan 30, 2011 3:45:57 GMT
That's better PF.
Jeff: not afaik. I'd go with colmesh.dts and dress up on it a trigger.
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Post by Stal on Jan 30, 2011 23:03:06 GMT
@the beginning of this page: When the marble successfully jumps, it must complete a function, or at least a few lines (jump() for example). Why not add some code to jump() to call your own function to do what you want? @previous: Putting a colmesh and a trigger of the exact same size and at the same position should work, I've experienced this once as a bug using OOB triggers. @ Networking question: Is that for trying to do multiplayer? My question: Can we set up a trigger that will activate landmines (by calling their item ID), tornados, fans magnets? I'd love to set up a seemingly safe pasege, but when you start going through - BOOM BOOM WHOOOSH WAAAOOOWW BOOM BOOM WHOOOSH
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Post by IsraeliRD on Jan 30, 2011 23:12:14 GMT
Having exact sizes is usually incorrect, the trigger has to be slightly larger than the colmesh. We assume the marble comes with usual speed to bump off this colmesh and it won't just get near it and go back or something. That is because if trigger and colmesh are same size (or trigger is v. slightly larger), it will not register when the trigger is triggered. Having it larger means it can trigger unless the marble goes in way too high speeds.
(And if that's to do multiplayer, then that's the least of his problems.)
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Post by Stal on Jan 30, 2011 23:14:29 GMT
Hmm, putting an OOB in the same spot as my floor seemed to make it pretty dangerous... The coordinates and dimensions were the same, I made sure in constructor.
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Post by IsraeliRD on Jan 30, 2011 23:41:13 GMT
Put it in different parts
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Post by phil on Jan 31, 2011 10:47:42 GMT
Actually, jump() is called every time the player presses and releases the space bar, not when the marble actually does jump. This function really just acts as code to handle the key press/release to jump.
It's a bit weird, but the marble is actually set to continually jump when $mvTriggerCount2 is incremented, and stops jumping when you increment that again.
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Post by picklecow10 on Jan 31, 2011 18:49:46 GMT
Hm, that gives me an idea on how to count the number of jumps- kinda.
From what I'd imagine, it'd disable holding down the spacebar to jump, but that might be fixable...
Anyone know a way to run a function whenever the marble hits the ground?
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Post by Stal on Jan 31, 2011 20:18:08 GMT
Trigger. @phil execute code every time in increments?
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Post by marbleking on Jan 31, 2011 20:47:20 GMT
Is it possible to make particle emitters break up into speaks lets say like if you want to make it know and you cant get it to break up like snow. Is it possible now or do we have to wait till MBF cause i know Aaryl has the code for it.
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Post by Stal on Jan 31, 2011 22:07:30 GMT
Do you mean deactivating/activating the emitter? Anyway I'll reiterate my question as it wasn't going to be answered. My question: Can we set up a trigger that will activate landmines (by calling their item ID), tornados, fans magnets? I'd love to set up a seemingly safe pasege, but when you start going through - BOOM BOOM WHOOOSH WAAAOOOWW BOOM BOOM WHOOOSH
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