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Post by Stal on Mar 10, 2011 1:50:48 GMT
Nope. You should know this, there are a bunch of new PU's in MBOpal..
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Post by Hi Guy on Mar 12, 2011 12:54:22 GMT
Erm, Stal, I coded those PUs. It was a bunch of work, and modified about 6-8 source files.
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Post by picklecow10 on Mar 22, 2011 0:46:59 GMT
Quick question, not sure where to ask it: Did we ever find out a way to give the player a powerup via console? 'cause I just managed to create a way to do that, and I feel like I read that it wasn't possible to do at the moment. So I wanted to check if nobody knows how to do it, or I'm just insane and never saw it before
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Post by Pablo on Mar 22, 2011 11:41:08 GMT
How'd you manage it?
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Post by IsraeliRD on Mar 22, 2011 13:31:36 GMT
It should be rather easy afaik from what I was taught by Seiz.
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Post by [DWARF] RDs.empire on Mar 22, 2011 17:00:24 GMT
Sounds like easy cheating but it would be fun to use.
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Post by Jeff on Mar 22, 2011 20:52:00 GMT
I am not sure Picklecow. If you dont mind, would you post the code in the DK?
Edit: Where is the variable "$Game::ScoreTime" defined at in MB?
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Post by picklecow10 on Mar 23, 2011 23:51:12 GMT
May post the codes in a little bit, but first I'm working on a better random powerup script- something kind of like a item wheel... not really sure how to explain it. Imagine the Mario Kart item system. I am not sure Picklecow. If you dont mind, would you post the code in the DK? Edit: Where is the variable "$Game::ScoreTime" defined at in MB? Not sure where it's defined, can't find it in the game files (may be defined in a compiled script). It gets a value in the endGame() in Game.cs, in case you didn't already know that/helps you out at all
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Post by Jeff on Mar 24, 2011 0:01:53 GMT
thanks anyways picklecow.
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dobrakmato
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Post by dobrakmato on Mar 24, 2011 9:27:49 GMT
How to destroy shape(powerup shape) after colision with marble? Is for there any function?
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Post by Hi Guy on Mar 24, 2011 20:44:28 GMT
Like to hide it? Use %obj.hide(true); to hide an object, and run that in Marble::onCollision() in marble.cs.
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dobrakmato
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Post by dobrakmato on Mar 24, 2011 21:16:19 GMT
Thanks, working.
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Post by Hi Guy on Mar 26, 2011 13:19:35 GMT
Hey, does anyone know how to get the exact camera rotation? By camera rotation I mean direction the camera (viewpoint) is facing. I tried using LocalClientConnection.camera, but that only relates to the "Observer" object, and gives me no values. I tried putting this in PlayGui.updateControls():
$zCameraRotation += -$mvYawLeftSpeed + $mvYawRightSpeed + $mvYaw;
But that gives incorrect results. So does anyone know how to find this? Thanks,
HiGuy
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Post by Jeff on Mar 27, 2011 0:41:57 GMT
you may be able to find something in default.bind.cs
also, if anybody has startmissiongui.gui it would be great if you could send it too me.
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Post by Hi Guy on Mar 27, 2011 15:55:09 GMT
SMG.gui? PM Matan.
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Post by Jeff on Mar 27, 2011 16:23:50 GMT
i actually have it already i need joinservergui.gui matan, plz
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dobrakmato
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Post by dobrakmato on Apr 11, 2011 18:14:05 GMT
In which file(or function) is starting local game (i mean creating defaultmarble shape)?
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Post by Jeff on Apr 11, 2011 20:12:00 GMT
game.cs
marble/server/scripts
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Post by dobrakmato on Apr 12, 2011 17:23:01 GMT
Thanks i found it.. I have another question abou Gui element. It will work if i make this code //--- OBJECT WRITE BEGIN --- new GuiChunkedBitmapCtrl(MarbleChooseGui) { profile = "GuiContentProfile"; horizSizing = "width"; vertSizing = "height"; position = "0 0"; extent = "640 480"; minExtent = "8 8"; visible = "1"; helpTag = "0"; bitmap = "./background.jpg"; useVariable = "0"; tile = "0";
new GuiControl() { profile = "GuiWindowProfile"; horizSizing = "center"; vertSizing = "center"; position = "65 126"; extent = "510 228"; minExtent = "8 8"; visible = "1"; helpTag = "0";
new GuiObjectView(ballobject) { profile = "GuiDefaultProfile"; horizSizing = "right"; vertSizing = "bottom"; position = "13 19"; extent = "140 132"; minExtent = "8 8"; visible = "1"; helpTag = "0"; cameraZRot = "0"; forceFOV = "0"; model = "~/data/shapes/balls/Marble_1.dts"; skin = "base"; cameraRotX = "0.25"; cameraZRotSpeed = "0.001"; orbitDistance = "0.5"; autoSize = "0"; }; }; };
//--- OBJECT WRITE END ---
function ballobject::onClick() { //anything cool... }
?
Or if not how to make code for click on object?
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Post by Jeff on Apr 12, 2011 19:23:10 GMT
i am not sure for object. (higuy, seiz, matan, anybody) you can do that for a bitmap image though. It may be onUse though, I am not sure.
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Post by Hi Guy on Apr 13, 2011 0:31:34 GMT
Have a GuiButtonBaseCtrl over the GuiObjectView, and use that for calling methods.
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Post by [DWARF] RDs.empire on Apr 20, 2011 4:17:11 GMT
I have been working on animated startpads but i have one huge problem. I enter level. Animation starts then stops and after i went OBB it isnt reseting and moving again. Target is to tell pad to reset animation after going OBB. This is Pads.cs that i use now for animation localhostr.com/download/B59Qitj/pads.csBut i dont know how to code it so it resets after going OBB or restarting level. In blender dts exporter i exported animation as normal that runs one time. I also need to make pads.cs so that animation starts when you enter EndPad.
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Post by dobrakmato on Apr 20, 2011 9:17:17 GMT
Maybe this works : //----------------------------------------------------------------------------- function GameConnection::onOutOfBounds(%this) { if ($Game::State $= "End") return; // Reset the player back to the last checkpoint PlayGui.setMessage("outOfBounds",2000); %this.play2d(OutOfBoundsVoiceSfx); %this.player.setOOB(true); %this.player.startpad.playThread(0,"pad"); if(!isEventPending(%this.respawnSchedule)) %this.respawnSchedule = %this.schedule(2500, respawnPlayer); } this is from game.cs.
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Post by [DWARF] RDs.empire on Apr 20, 2011 16:57:10 GMT
dont know if i instaled it incorectly but it didnt worked. Can you send me game.cs in MBR proboards please?
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Post by dobrakmato on Apr 20, 2011 18:00:07 GMT
RDs.empire: I posted game.cs on MBR forums. Go for it.
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NaCl586
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Post by NaCl586 on Apr 30, 2011 1:10:18 GMT
BUMP! (i don't think this is bump) I have few question 1.How to create new powerup 2.Where the powerup script go
thanks
~NaCl586 10%Warn
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Post by Jeff on Apr 30, 2011 2:22:02 GMT
you need to look in powerups.cs. However, the game is hard coded so that u only can have 5 powerupids, which is the 5 powerups besides gravity modifier and time travel since they are onCollision specific. You would have to create custom codes like opal did (which I am not suppling to people nor does even 90% of the staff have the codes (its that secrete)). Then, you have to first decide what you want it to do, on collision effect is fine since u don't need a powerupid though, such as mbp's easter egg, you could have it as a powerupid = 0 or no such dynamic field of a powerupId. if you want to do an on collision effect, its this syntax:
function theitemname::onCollision(%this,%obj,%col) { then write your commands; }
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NaCl586
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Post by NaCl586 on Apr 30, 2011 2:37:55 GMT
sorry , i mean inventory powerup like marble recoil and anti recoil
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Post by Jeff on Apr 30, 2011 2:56:28 GMT
then you have to make custom scripts, i cant help you much farther, sorry.
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whirligig
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Post by whirligig on Jun 25, 2011 16:40:25 GMT
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