file Basic Marble Blast Coding Q&A

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26 Dec 2010 09:27 #91
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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26 Dec 2010 14:06 #92
Nah, unfortunately there isn't. I had the same problem

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27 Dec 2010 13:50 #93
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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27 Dec 2010 19:32 #94
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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09 Jan 2011 21:47 #95
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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Code:
function clientcmd12dothepq() { commandToClient(LocalClientConnection, '34onthedancefloor'); }

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17 Jan 2011 18:14 #96
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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18 Jan 2011 09:33 #97
Jan 17, 2011, 10:14am, satanic wrote: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

Some guy that does DTS shapes and levels.

AWESOME time HINT : When making PQ level place your custom interiors and textures in platinum/data/interiors_pq/custom
makes life easier for you and everyone else :)

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18 Jan 2011 10:55 #98
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.

"matan, now i get what you meant a few years back when you said that "the level in mbg is beyond me" after the last rampage i noticed things were insane, and now i truly feel that too" - Dushine, 2015.

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18 Jan 2011 16:19 #99
Jpgs are imposible to make move. If do then how ? I still dont belive it

Some guy that does DTS shapes and levels.

AWESOME time HINT : When making PQ level place your custom interiors and textures in platinum/data/interiors_pq/custom
makes life easier for you and everyone else :)

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18 Jan 2011 17:01 #100
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.

"matan, now i get what you meant a few years back when you said that "the level in mbg is beyond me" after the last rampage i noticed things were insane, and now i truly feel that too" - Dushine, 2015.

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18 Jan 2011 18:05 #101
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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18 Jan 2011 19:28 #102
Something like this:
Cloud test???

and for the font of the messages I saw this:
I don't have a name for this link ):

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29 Jan 2011 07:40 #103
BUMP: anyone (Spy? Seizure?) have knowledge of my question?

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function clientcmd12dothepq() { commandToClient(LocalClientConnection, '34onthedancefloor'); }

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29 Jan 2011 20:55 #104
Uh... that's definitely a question for seizure. It's specific to MB. Try pm'ing seizure, higuy.

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29 Jan 2011 23:00 #105
Jan 18, 2011, 11:28am, satanic wrote:Something like this:
Cloud test???

and for the font of the messages I saw this:
I don't have a name for this link ):

Any answer to this????

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30 Jan 2011 03:03 #106
Seizure doesn't know anything about networking, good going PF.

"matan, now i get what you meant a few years back when you said that "the level in mbg is beyond me" after the last rampage i noticed things were insane, and now i truly feel that too" - Dushine, 2015.

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30 Jan 2011 05:41 #107
Jan 9, 2011, 1:47pm, higuy wrote: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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30 Jan 2011 06:23 #108
I meant Phil

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30 Jan 2011 06:34 #109
Is there a way to make a trigger have a solid box, such as colmesh without the .dts shape?

I am a programmer. Most here know me for being one of the major contributors to Marble Blast Platinum and PlatinumQuest.

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30 Jan 2011 06:45 #110
I don't think so... why not just surround a colmesh with a trigger?

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30 Jan 2011 06:45 #111
That's better PF.

Jeff: not afaik. I'd go with colmesh.dts and dress up on it a trigger.

"matan, now i get what you meant a few years back when you said that "the level in mbg is beyond me" after the last rampage i noticed things were insane, and now i truly feel that too" - Dushine, 2015.

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31 Jan 2011 02:03 #112
@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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31 Jan 2011 02:12 #113
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.)

"matan, now i get what you meant a few years back when you said that "the level in mbg is beyond me" after the last rampage i noticed things were insane, and now i truly feel that too" - Dushine, 2015.

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31 Jan 2011 02:14 #114
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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31 Jan 2011 02:41 #115
Put it in different parts

"matan, now i get what you meant a few years back when you said that "the level in mbg is beyond me" after the last rampage i noticed things were insane, and now i truly feel that too" - Dushine, 2015.

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31 Jan 2011 13:47 #116
Quote:@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?
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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31 Jan 2011 21:49 #117
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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31 Jan 2011 23:18 #118
Trigger.
@Phil execute code every time in increments?

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31 Jan 2011 23:47 #119
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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01 Feb 2011 01:07 #120
Do you mean deactivating/activating the emitter?

Anyway I'll reiterate my question as it wasn't going to be answered.

Jan 30, 2011, 6:03pm, mbgdemon wrote:
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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