also noticing strange behavior with putObject(). it is back to things running into each other and getting caught on other bags in collision. guessing related? can change takeObject param to smooth...
Type: Posts; User: Eskander
also noticing strange behavior with putObject(). it is back to things running into each other and getting caught on other bags in collision. guessing related? can change takeObject param to smooth...
May not be a bug, but it is an undocumented change -- intentional or unintentional.
For scripted games, I often recommend semi-lock mode to prevent collisions of pieces moving about.
I have...
I read Sancho's link. Saved data looked fine to me.
Here's a json with just a single object with the script on it.
It is a character sheet with plenty of values that are saved into a table and...
One thing I ran into a while back that may or may not have some relevance here:
When custom objects load, I found that for half a moment, there might be a difference in size. Let's say a 2x2 tile...
interesting.
I'm not having loading issues, though. Just the routine stutter.
I do think it is related to how many table entries I have being saved with onSave.... currently for multiple...
Using onSave for a saving a fair amount of data in custom scripted character sheets.
Script converts all the vars that need to save into a table and saves it using onSave().
With even just a...
there may be some relation to the bug I ran into:
http://www.berserk-games.com/forums/showthread.php?3461-Bug-Buttons-display-on-wrong-object-for-guests-in-server
for me, i had completely...
Yes, I think that is more optimal if you're solely using scripts to take the objects out, which I believe is the intent in this thread.
If there is a need to have a period of time before the...
another note on some things I learned while testing this with putObject():
putObject() currently isn't working when a player is searching the container the object is being put into. For your...
if you give a mouse a cookie...
I'm glad there's a putObject() now.
But I'm seeing some major limitations in the current implementation that mitigate its usefulness.
1) it seems to simply...
and I just threw this together for one of my games where there's an 'infinite' deck, works as long as each card drawn has 'archive' as a tag in the description field.
function...
there's possibilities.
use shuffle/randomize on deck : deck.shuffle()
wait : coroutine.yield(0)
takeObject() to take top card, with params of where you want the card : local card =...
love the new script additions. really opens up some great possibilities/conveniences.
On my first usage of putObject(), I see that the object being put still has potential for collision if there's...
Don't think I'd call that a bug, but rather a change in features. I can see in this instance, it's a negative change for you.
For me, the display of buttons in alt zoom was a positive change as...
Thinking more, actually being able to turn off shuffling as a property on all classes of objects that you can shuffle would be nice.
There are games with decks that are set in order -- not meant...
They are unique. They're not conflicting. No two guids are the same for the objects this is occurring to.
My best guess right now is that it is a RAM heavy mod -- is not uncommon for it to get...
checked. nope.
It might be nice if we compile a more thorough list of tools used to support a mod development, or have a named method of tagging them on workshop. I'm kicking myself for not seeing earlier some of...
Complicated mod with complicated scripting, so a wide range of things that could be contributing:
Object A has scripting on it. This scripting includes a great deal of buttons. Object A is also...
When dealing with high component count games in a 32bit client, RAM usage is a concern. Reducing instanced objects is a great, and sometimes necessary, method.
We can script the takeObject() part...
+1, I use stated objects quite a bit, but the inability to turn off shuffling results in some rather wacky stuff. I actually can't think of a situation that I would even want the stated objects to...
I believe what you're seeing is a result of how things initialize. When spawning an object (or taking out of a bag), the object must be created in game and load. Load times vary depending on the...
The things you say make sense.
I see now. To rehash: the fix they did to make 1,2,3 work as well as x, y, z was make getPosition() return 6 values.... the x, y, z keys and the same values but...
If i'm not mistaken, that's a newer feature, to increase parity with use of x,y,z and 1,2,3. This is why I began to use 1,2,3 in lieu of x, y, z often, since it seemed to create less problems...
So i've rather fluently used getPosition() and setPosition() for a bit now, but I ran into a strange issue that had me puzzled for a bit.
Simplified version of case:
I use a custom function to...