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RoboMat

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Posts posted by RoboMat

  1. On 20.2.2017 at 3:48 AM, rockenman11 said:

    But could you maybe update it soon? I really adore the idea of sleeping until you're sleep bar is full, rather then sleeping the set amount each time. If you do choose to, could you maybe make it functional for split-screen? It would save a lot of time, and help out many people.

     

    I haven't been actively modding the game for quite some time now and with all the changes the game has undergone since the release of the mod it would probably need to be rewritten from scratch.

     

    So I'm afraid I won't update it in the near future.

     

    But of course if somebody wants to pick up the development of this mod they are free to do so.

  2. require('ISUI/ISPanel');
    require('ISUI/ISRichTextPanel');
    require('ISUI/ISCollapsableWindow');
    
    UIStoryPanel = {};
    
    function UIStoryPanel.new(title, text)
        title = title or 'test'
        text  = text or 'Bacon ipsum dolor amet strip steak drumstick shankle jerky frankfurter short loin sausage. Short loin hamburger landjaeger turducken. Pork belly bresaola pork drumstick picanha. Rump capicola pork chop ball tip pork loin.'
    
        local self = {};
        self.tut = ISRichTextPanel:new(0, 0, 500, 500);
        self.tut:initialise();
        self.tut:setAnchorBottom(true);
        self.tut:setAnchorRight(true);
        self.moreinfo = self.tut:wrapInCollapsableWindow();
        self.moreinfo:setX((getCore():getScreenWidth() * 0.5) - (self.tut.width * 0.5));
        self.moreinfo:setY((getCore():getScreenHeight() * 0.5) - (self.tut.height * 0.5));
        self.moreinfo:setTitle(title);
    
        self.moreinfo:addToUIManager();
        self.tut:setWidth(self.moreinfo:getWidth());
        self.tut:setHeight(self.moreinfo:getHeight() - 16);
        self.tut:setY(16);
        self.tut.autosetheight = false;
        self.tut.clip = true;
        self.tut:addScrollBars();
    
        self.tut.textDirty = true;
        self.tut.text = text;
        self.tut:paginate();
        return self;
    end

    This is from an old mod of mine and *should* create a simple text window.

  3. 32 minutes ago, Butter Bot said:

    Big companies are happy to sell you "final products" that are far from final, as well. 

     

    qa1y6zvrsxs3veen1hku.jpg

     

    I don't know what you speak of!

  4. I meant if you looked at the actual IsoPlayer.class / .java file? You can use JD-gui to look at it.

     

    Your problem is the update() method:

            this.TimeRightPressed += 1;
          } else {
            this.TimeRightPressed = 0;
          }
          if (this.bNewControls)
          {
            if (!this.isCharging) {
              this.isCharging = (((Mouse.isButtonDownUICheck(1)) && (this.TimeRightPressed >= 8)) || (GameKeyboard.isKeyDown(Core.getInstance().getKey("Aim"))));
            } else {
              this.isCharging = ((Mouse.isButtonDown(1)) || (GameKeyboard.isKeyDown(Core.getInstance().getKey("Aim"))));
            }
          }
          else if (!this.isCharging) {
            this.isCharging = ((Mouse.isButtonDownUICheck(0)) && ((this.TimeLeftPressed >= 13) || (GameKeyboard.isKeyDown(Core.getInstance().getKey("Aim")))));
          } else {
            this.isCharging = ((Mouse.isButtonDown(0)) && ((this.TimeLeftPressed >= 13) || (GameKeyboard.isKeyDown(Core.getInstance().getKey("Aim")))));
          }
          this.bRunning = ((!PZConsole.instance.isVisible()) && (GameKeyboard.isKeyDown(Core.getInstance().getKey("Run"))) && (!this.bSneaking));
        }
        this.Waiting = false;

    Looks like the controls are actually hardcoded into the player class. Haven't found anything that could disable it... so my guess is you can't fix it without touching the java side.

  5. 7 hours ago, Mr_Sunshine said:

    <snip>

     

     

    1 hour ago, Rathlord said:

    <snip>

     

     

    Please avoid the off-topic next time. The NPC affair has been discussed time after time so there is no need to derail this topic which is actually about getting modding help ;)

     

    @nolanri: I suspect the code for getting the player to move is hardcoded into the actual IsoPlayer class (I don't have the time to check this right now, so don't take my word for granted). If this is the case, then it probably isn't easy to fix without some major refactoring to the whole system. I can't think of any way to fix this on the Lua side. You might be able to write your own NPC class by extending the IsoPlayer class and removing the input related code in there (by overriding the parent methods)... No idea how that would work in reality though.

     

    Anyway I hope you are able to fix this.

  6. It doesn't "destroy" the item. It just removes it from the inventory it is located in. Of course, if you don't have any reference to it (aka stored it in a variable in your code somewhere) it'll be lost.

     

    It's been quite some time since I worked with the inventory code so unfortunately, I can't give you more information than the code above.

     

     

  7. 5 minutes ago, Kitt Frostpaws said:

    I've currently been working on a world-building sci-fi exercise, which has kind of spiraled  out of control, been working on it for four months now. I'll post some when it's ready - I'm really just still adding to it, building up the history, species, religions, cultures + their corresponding crime & punishment.

     

    I'll probably not post it for a while as it's still a heavy work-in-progress and it kind of takes a bit from everything out there, from conspiracy theories to the Warhammer 40K's tyrannids, Hell even H.P Lovecraft acted as an inspiration for some of it. 

    I may post snippets from time-to-time.

     

    Hive mind ... Hive mind ... Hive mind ... Hive mind ... Hive mind ... Hive mind ... 

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