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viperbone

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File Comments posted by viperbone

    area_7 (WIP)

       786    10
    1 minute ago, ViroGamer said:

    At first I attempted to make a hitman/investigation map, but now like some kind of illegal area you have to destroy

    There you go. I see. I like to play maps with a kind of background. Maybe add it in your description 😉

    • Like 2

    area_7 (WIP)

       786    10
    1 minute ago, ViroGamer said:

    just 2 small buildings it will get more

    Yes, thats what I read. I mean what is your plan about the map? What is the story behind?

    • Like 1

    Toaster

       10    2

    Very nice thank you!
    Can I use it in my map? I'm currently building a kitchen where I could use it.

    Do you have other kitchen assets?

    Cathedral

       1,843    11
    17 hours ago, WhiteStar401 said:

    Both versions are in the new file, that is why it is twice as big. You are right though, it is a bit confusing. I should have deleted the old version. Done that now. 

    Cool, thanks! Now I get it 😉

    • Like 1

    Cathedral

       1,843    11

    May I suggest you rename your files to "cathedral_day_without_lights.zip" and "cathedral_night_with_lights.zip" ? It's confusing having two files almost with the same name but double the size.

  1. Note for those which need help for installation follow these steps:
     
    1. Open VS Code
    2. Install the Lua extension from Sumenko (https://marketplace.visualstudio.com/items?itemName=sumneko.lua)
    3. Change the Lua > Workspace: Library in the extensions settings
        -> Add the here provided "api.lua" file to the settings.json which could look like that:
    {
        "Lua.workspace.library": {
            "C:\\Users\\<username>\\Documents\\Teardown": true
        }
    }
    4. Restart VS Code
    5. Using intellisense in your own Lua script will now provide help

    Thanks for the creation.

    May I suggest you create a GitHub repository so it can be improved?

  2. On 12/5/2020 at 1:44 PM, Please Pick a Name said:

    just updated the crane, see if this can help with debug atleast...

    Thanks for the update. I reinstalled Teardown and only applied this mod.

    I still can't make the "W" and "S" key working properly. It seems they get recognized but in the same loop (tick) switched off again. If I comment out the lines `wIsPressed = false` and `sIsPressed = false` then they work once.

    So the keys itself or the movement is recognized but it always stops immediately. This if statement `if lastDirection < currentDirection - 0.005 then` seems always true in my case and therefore the hook won't move up or down. I tested with some other values to subtract (-0.05 or -0.009 and others) but without any luck and I also had a look into the calculation of the `currentDirection` variable. Unfortunately I didn't fully understand the math here.

    Maybe you could comment more what is going on with those variable so I can debug here. Or do you have other ideas how to test/debug it?

  3. What a nice idea! Do I understand the script correctly that you run it initially to find all objects with the tag "latch" and store it in the "hasLatch" table? Later in the tick method you check if with one of those objects an interaction is happening?

  4. 17 hours ago, Please Pick a Name said:

    i admit, the script is not perfect, the input detect is done by checking the wheels motion, how they spin, u know... so its not the best input catcher. A, D works fine, but W, S just not really. i did get the bit newer version of that script which hopefully make it reacts better, but yeah... thats the limit on the current w, s detection.

    oh, the hook up/down is not working for you? ok thats weird, cause if its not working im sorta expecting all to be not working... do you have other vehicle/script that uses tags like vert1, vert2, hori1, hori2, controler, or something? cause it sounds a bit like conflicting mods

    There are some others but not special vehicle mods. Let's see I'll have a look on a "fresh" map without other mods. That "bit newer version of that script" did you already update the model with it?

  5. Hmm, is there a trick how to lower and upper the hook with the keys "w" and "s"? It seems not to work for me. I enabled the debug boolean in the script and it shows me on the screen that the key is pressed but only very quickly even though I hold it.

    Do others have the same behavior?
    Any idea how to fix this?

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