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Search found 97 matches
- Mon Mar 16, 2020 8:10 pm
- Forum: Implemented ScriptAPI suggestions
- Topic: Add IPlayer.CrosshairCenter property
- Replies: 5
- Views: 4202
Re: Add IPlayer.CrosshairCenter property
a little of patience So you are telling me spending at least an hour to make sure I didn't make a stupid mistake before I posted here is not enough? Also your solution is dead wrong, the center is moving all the time. It's not exactly at any positions. And btw, regardless of you solve it, using ray...
- Sun Mar 15, 2020 2:31 pm
- Forum: By design
- Topic: IObjectWeaponItem does not disappear after a while
- Replies: 3
- Views: 3444
Re: IObjectWeaponItem does not disappear after a while
It would be cool to have an option to despawn weapons in certain circumstances. Something like IPlayer.GiveWeaponItem(WeaponItem weapon, bool canDespawn = false)
- Fri Mar 13, 2020 3:58 pm
- Forum: Implemented ScriptAPI suggestions
- Topic: Add IPlayer.CrosshairCenter property
- Replies: 5
- Views: 4202
Add IPlayer.CrosshairCenter property
I want to know the center position where the crosshair rotates around while the player is aiming. Currently it seems like the crosshair center is not fixed and tracking it manually is tiresome.
https://i.imgur.com/ZP3AQeD.mp4
https://i.imgur.com/ZP3AQeD.mp4
- Thu Mar 12, 2020 12:32 pm
- Forum: By design
- Topic: IObjectWeaponItem does not disappear after a while
- Replies: 3
- Views: 3444
IObjectWeaponItem does not disappear after a while
Weapons laying around the map (IObjectWeaponItem in script) does not disappear after a while like normal weapons spawn from crates when:
- Created by IGame.CreateObject(). Example:
- Created by drag'n'drop tile Wpn__ in the Map Editor
- Created by IGame.CreateObject(). Example:
Code: Select all
Game.CreateObject("WpnMP50", Vector2.Zero);
- Wed Mar 11, 2020 3:45 pm
- Forum: Solved Bugs
- Topic: IScriptStorage.TryGetStringArr() returns incorrect value when the array is empty between sessions
- Replies: 1
- Views: 2225
IScriptStorage.TryGetStringArr() returns incorrect value when the array is empty between sessions
Store an empty array. Retrieved array is expected to be empty but have a single empty string element instead. Steps to reproduce: - Open the Map Editor and paste this code public void OnStartup() { Game.LocalStorage.SetItem("arr", new string[] { }); } - Restart and run this code instead public void ...
- Wed Mar 11, 2020 5:30 am
- Forum: ScriptAPI suggestions
- Topic: [SOLVED] Add ejecting case effect.
- Replies: 2
- Views: 2826
[SOLVED] Add ejecting case effect.
EDIT: Here is the solution // shell IDs: "ShellBig" "ShellSmall" "ShellShotgun" "ShellGLauncher" // created shells will be automatically removed after a while IGame.CreateObject("ShellBig"); I'd like to have a way to spawn a case when the gun recoils. Currently the API to do that is not exposed. htt...
- Tue Mar 10, 2020 4:06 am
- Forum: ScriptAPI suggestions
- Topic: Is there any way to make CFTXT colorable?
- Replies: 2
- Views: 2876
Re: Is there any way to make CFTXT colorable?
Good suggestion. I hope the devs will add this one.
- Tue Mar 10, 2020 3:45 am
- Forum: Superfighters Deluxe ScriptAPI
- Topic: How to catch the exception in callback
- Replies: 2
- Views: 2389
Re: How to catch the exception in callback
I just tested again in the map editor and it prints the stacktrace now. I made this post because the last time the game crashed It just printed something like error in method ScriptCallbackEvent_Update without the stacktrace. I already wrapped the whole script in a try/catch though.
- Sun Mar 08, 2020 6:23 pm
- Forum: Superfighters Deluxe ScriptAPI
- Topic: How to catch the exception in callback
- Replies: 2
- Views: 2389
How to catch the exception in callback
I want to log the stacktrace of the exception when thown in async callbacks. Is it possible to do that?
- Sun Mar 08, 2020 4:11 am
- Forum: Implemented ScriptAPI suggestions
- Topic: Add IPlayer.CurrentThrownItem.IsActivated
- Replies: 3
- Views: 3502
Add IPlayer.CurrentThrownItem.IsActivated
Some throwable weapons can be activated before being thrown. IPlayer.CurrentThrownItem.IsActivated returns true when the throwable weapon the player is holding is activated (grenades, c4, molotov, mine). Returns false when not activated or when player is holding weapons that cannot be activated (shu...
- Sat Mar 07, 2020 2:50 am
- Forum: Superfighters Deluxe Problems and Bugs
- Topic: Cannot set "MZLED" effect direction
- Replies: 7
- Views: 4426
Re: Cannot set "MZLED" effect direction
I was unclear at the first time. That's why I also want a flip method helper to make it more accessible for other scripters who may confuse like me.
- Fri Mar 06, 2020 3:38 am
- Forum: Superfighters Deluxe Problems and Bugs
- Topic: Cannot set "MZLED" effect direction
- Replies: 7
- Views: 4426
Re: Cannot set "MZLED" effect direction
I mentioned the flip because I think it's pretty easy to implement and maybe the devs kind of forgot about it. Thank you. I already solved that using an easier way. Use a small object like LedgeGrab tile and set the position and angle. It will also be the position and angle of the muzzle effect itse...
- Fri Mar 06, 2020 3:34 am
- Forum: ScriptAPI suggestions
- Topic: Add IObject.SetMaxHealth()
- Replies: 5
- Views: 4098
Re: Add IObject.SetMaxHealth()
It's not working very well for very low health objects that have like 1-5hp. Because on every OnDamage call, I likely have to recreate a new object and in my case, I have to remove and readd all of the target objects that associate with a marker even if only one of them need to be readded or thing w...
- Thu Mar 05, 2020 3:22 pm
- Forum: ScriptAPI suggestions
- Topic: Add IObject.SetMaxHealth()
- Replies: 5
- Views: 4098
Add IObject.SetMaxHealth()
It would be nice if you can override the default max health of an IObject similar to IPlayer
- Wed Mar 04, 2020 11:58 am
- Forum: Implemented ScriptAPI suggestions
- Topic: How to know if a static object can be moved pass by projectiles?
- Replies: 3
- Views: 3310
Re: How to know if a static object can be moved pass by projectiles?
Sorry, I was not being clear. Please have a look at this
- Wed Mar 04, 2020 1:12 am
- Forum: Superfighters Deluxe Problems and Bugs
- Topic: Cannot set "MZLED" effect direction
- Replies: 7
- Views: 4426
Re: Cannot set "MZLED" effect direction
I can do that using EdgeGrab or something. But it doesn't take direction into account. When I flip the object horizontally, I expect the MZLED effect to be flipped too. Can you please fix that? Right https://i.imgur.com/sJn28X6.png Left https://i.imgur.com/k3rxJZx.png FYI I cannot fix this by simply...
- Tue Mar 03, 2020 12:57 pm
- Forum: Superfighters Deluxe Problems and Bugs
- Topic: Cannot set "MZLED" effect direction
- Replies: 7
- Views: 4426
Cannot set "MZLED" effect direction
Right now the "MZLED" effect's position and angle is the same as IObject's position and angle. that IObject's UniqueID is arg[0]. Looking at the script in Operation Sunrise campaign, Chapter 'The Courtyard', it looks like the second argument position is the direction Vector of the effect which doesn...
- Tue Mar 03, 2020 4:04 am
- Forum: ScriptAPI suggestions
- Topic: [SOLVED] Add the exploding barrel effect
- Replies: 6
- Views: 4460
Re: Add the exploding barrel effect
Try checking in the script of "Operation Sunrise" un "The Courtyard" part, there are some flak cannons that use this code. Just copypaste an tweak it, it should work that way. Thank you! I didn't know that, it works perfectly now. Gurt should update the EffectNames btw because I didn't see it // Se...
- Mon Mar 02, 2020 8:13 pm
- Forum: ScriptAPI suggestions
- Topic: [SOLVED] Add the exploding barrel effect
- Replies: 6
- Views: 4460
Re: Add the exploding barrel effect
Code: Select all
Game.PlayEffect("MZLED", Vector2.Zero, 0);
- Mon Mar 02, 2020 3:26 pm
- Forum: Solved Bugs
- Topic: NullReferenceException when using IGame.CreateObject() in ObjectDamageCallback
- Replies: 1
- Views: 2355
NullReferenceException when using IGame.CreateObject() in ObjectDamageCallback
https://i.imgur.com/SZLN6mG.png This happens when I Remove() and recreate the same IObject in the same frame. Also, said object is the target object of the WeldJoint and AlterCollisionTile Here is the minimal sample code public void OnStartup() { Events.ObjectDamageCallback.Start((o, a) => Game.Cre...