file Basic Marble Blast Coding Q&A

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10 Mar 2011 04:50 #211
Nope. You should know this, there are a bunch of new PU's in MBOpal..

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12 Mar 2011 15:54 #212
Erm, Stal, I coded those PUs. It was a bunch of work, and modified about 6-8 source files.

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

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22 Mar 2011 02:46 #213
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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22 Mar 2011 13:41 #214
How'd you manage it?

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22 Mar 2011 15:31 #215
It should be rather easy afaik from what I was taught by Seiz.

"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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22 Mar 2011 19:00 #216
Sounds like easy cheating but it would be fun to use.

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22 Mar 2011 22:52 #217
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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24 Mar 2011 01:51 #218
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.


Mar 22, 2011, 3:52pm, jeff wrote: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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24 Mar 2011 02:01 #219
thanks anyways picklecow.

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24 Mar 2011 11:27 #220
How to destroy shape(powerup shape) after colision with marble? Is for there any function?

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24 Mar 2011 22:44 #221
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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function clientcmd12dothepq() { commandToClient(LocalClientConnection, '34onthedancefloor'); }

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24 Mar 2011 23:16 #222
Thanks, working.

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26 Mar 2011 15:19 #223
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():
Code:$zCameraRotation += -$mvYawLeftSpeed + $mvYawRightSpeed + $mvYaw;

But that gives incorrect results.
So does anyone know how to find this? Thanks,

HiGuy

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

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27 Mar 2011 02:41 #224
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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27 Mar 2011 17:55 #225
SMG.gui? PM Matan.

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

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27 Mar 2011 18:23 #226
i actually have it already

i need joinservergui.gui

matan, plz

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11 Apr 2011 20:14 #227
In which file(or function) is starting local game (i mean creating defaultmarble shape)?

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11 Apr 2011 22:12 #228
game.cs

marble/server/scripts

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12 Apr 2011 19:23 #229
Thanks i found it.. I have another question abou Gui element. It will work if i make this code 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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12 Apr 2011 21:23 #230
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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13 Apr 2011 02:31 #231
Have a GuiButtonBaseCtrl over the GuiObjectView, and use that for calling methods.

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

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20 Apr 2011 06:17 #232
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.cs
But 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.

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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20 Apr 2011 11:17 #233
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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20 Apr 2011 18:57 #234
dont know if i instaled it incorectly but it didnt worked. Can you send me game.cs in MBR proboards please?

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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20 Apr 2011 20:00 #235
RDs.empire: I posted game.cs on MBR forums. Go for it.

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30 Apr 2011 03:10 #236
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

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30 Apr 2011 04:22 #237
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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30 Apr 2011 04:37 #238
sorry , i mean inventory powerup like marble recoil and anti recoil

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30 Apr 2011 04:56 #239
then you have to make custom scripts, i cant help you much farther, sorry.

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25 Jun 2011 18:40 #240
Custom powerups are in this topic: marbleblast.com/index.cgi?board=mbdkcode...display&thread=11902

Here's a question: How do I modify the force magnitude of a mine? (i.e. Mine vs. Nuke) Whatever I try to do, it seems that the force is always the same.

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