[next] modmaking and other marginally related things
ingame command that let's you define whether a group of objects or a player preset exists or not
a practical application would be that each player could pick a loadout of different bodymods/weapons to use in a match like 15 seconds before it starts.
something like this exists in the modfile then
gamerules
players 4
set_loadout player 0 player 1 player 2 player 3
{
loadout "Knight"
env_obj 1
pos 0.00 0.50 1.25
rot 0.00 0.00 0.00
color 0.13 0.13 0.13 1.00
trig_id 32
trig_mask 2
trig_action -1 (also suggested below...)...
loadout "Other_thing"
env_obj 1
[some shit]
loadout "Boxer"
}
set_loadout admin
{
loadout "Forest"
env_obj 17
eoijf
loadout "Cave"
[more shit fuck]
}
and once you're ingame you can do /loadout "other_thing"
presumably you could also do /loadout and get a list of options
you get the idea
basically set_loadout would define the players that can use the /loadout command (for lack of a better name atm) to choose things. player 0-3 are players 1-4, admin is anyone with op or ingame admin
object numbers really complicate this can't we do away with those or something jeez
also i don't code i have no idea how dumb this looks to somebody who might know how to implement this
reference other mods
basically
include "rb_greykido.tbm"
player 0...
i literally stole this snippet from sir when i pitched it to him so this better not look dumb
this would come in super handy in the above suggestion. instead of having 500kb files that you need to download in 5 seconds because somebody just loaded it in multiplayer and you're up next, you dl like 5kb, you probably already have the referenced mods because people are lazy and reuse things, badabing badaboom
basically combining the two
gamerules
players 4
set_loadout player 0 player 1 player 2 player 3
{
loadout "Knight"
include "pfy_Knight_f.tbm
loadout "Other thing"
include "this_is_some_other_thign???.tbm"
loadout "Boxer"
include "body_boxer.tbm"
}
set_loadout admin
{
loadout "Forest"
include "forest_wip18.tbm"
loadout "Cave"
include "cave_more_like_uranus.tbm"
}
negative trigger actions to induce a loss rather than make a specific player win
trig_id 64
trig_mask 127
trig_score 60
trig_color 0.13 0.60 0.85 0.85
trig_action -48
also probably make actions like ids, where you can stack them to make either multiple players win or multiple players lose
if there are going to be multiple players, fun tricks like decap trigger, ungrab trigger, showcased in a lot of odlov mods (although the ungrab thing was discovered by dashsora!!), are basically useless. if you can use triggers to eliminate whoever was decap'ed that'd be rly cool
let modmakers add bodyparts and joints, define what joints are connected to what bodyparts, what connections are dmable, etc.
body "head"
shape box
pos [some shit]
body "breast"
shape *bounce*
pos [some shit]
joint "neck"
pos[some shit]
connect "head"
connect_dm "breast"
body "this_DICK"
shape
pos [gotem]
rot [gotem]
hardness 5.00
joint "not_a_dick_wow_disgusting"
pos [jeez]
connect_dm "this_DICK"
connect_dm "breast"
rot [never]
hardness 0.00
pros : no more esports people begging you to add fingers and toes
cons: modmakers will definitely add fingers and toes
i say: do it
multiple axes
joint "this_DICK"
pos [some shit]
axis_1 1.00 0.00 0.00
axis_2 0.00 1.00 0.00
joint "some_OTHER_dick"
pos [woo woo]
axis_1 0.50 0.50 0.00
axis_2 0.00 0.00 1.00
ya self explanatory
maybe ingame you use some key or something to toggle which axis you're rotating a joint on
stretchy things
env_obj 14
pos [doesn't matter look at the new shit idiot]
bounce 1.00
friction 100000.00
hardness 1.13
elasticity 1.00 1.50 0.00
elasticity_magnitude 2.00
elasticity_strength 5.00
basically allows that object to stretch to a certain max size (or a smaller size!!!) alone one two or three or even four planes
i was thinking (respectively) :treated like axes where the larger the number the faster it moves (or larger i guess)
2 = twice as everything along any plane it's defined on. less than one will make it shrink with some force applied
idk some arbitrary value dude but i guess make it so it's equivalent to joint strength that'd be convenient
adding like 200 noncollision objects would lift modmaking to an unbelievably amazing standard, even if not all of those were nonstatic. i would even take adding a shitton of noncollision if it came at the cost of less but still a decent amount of statics.
also, disabling collision would let you put neat small details on weapons without worrying about them clipping or getting stuck in other objects and fuckin up your whole mod, forcing you to remove your neat small details
- use hardness values on bodyparts. i was so excited to make it so the whole torso was hardness 0 in the striking mod i was going to make and then it just ended up being for objects boooooooo
- have the description a mod was uploaded with show somewhere ingame. people are out here making complicated ass mods and you can't be around everytime somebody tries to play in order to explain it to them
- scale mass to have the same lookin values as density (where .25 is reasonable as opposed to being forced to only use values like .0002 holy shit) and then replace density with mass. i don't want to have to use two different things for mass that's disgusting
- grab threshold. seriously. i want a grab to break at threshold 100 instead of my wrist breaking okay
- maxjoints gamerules variable.similar to maxcontacts, make it so each player can only have x joints doing a thing in a single turn. default is 20 (since there are that many joints hurr)
- god give me a minute to think
i probably have other ideas lemme bump this later okay
also shoutout to fear because all these code boxes look alright
Last edited by pouffy; Feb 2, 2018 at 12:04 AM.